Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Brawler |
| Level / Exp | 50 / 616% |
| Size | medium |
| Lifes / Deaths | Killed by Betarikira the brittle clear ooze at level 44 on the 23rd Regrowth 124th year of Ascendancy at 12:44 / 2Killed by Atamathon the Giant Golem at level 50 on the 29th Pyre 124th year of Ascendancy at 13:43 |
Primary Stats
| Strength | 103 (base 60) |
| Dexterity | 80 (base 61) |
| Constitution | 82 (base 39) |
| Magic | 41 (base 14) |
| Willpower | 33 (base 10) |
| Cunning | 84 (base 65) |
Resources
| Life | 1553/1553 |
| Mana | 349/349 |
| Stamina | 284/284 |
| Healing Factor | 1 |
| Regeneration | 3.5922739800088 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 22 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Barehand
| Damage | 138 |
| Accuracy | 80 |
| Crit Chance | 79% |
| APR | 30 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 74 (84.2%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 3 |
| Physical Save | 80 |
| Spell Save | 53 |
| Mental Save | 50 |
Defense: Resistances
| All | + 30%( 74%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 78% |
| Disarm Resistance | 49% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 48% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 19 for 11 turns. While Heroism is active, you will only die when reaching -707 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 Strength 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 440 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 42% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
| beneficial effect | Has a 19% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.1 throws remaining) Grappling Defensively |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 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 must explore the renegade Shaloren camp. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+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 Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 345. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Relgirim the pair of drakeskin leather boots (23 def, 13 armour) Relgirim the pair of drakeskin leather boots (23 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +23 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 4 temporal Changes stats: +3 Mag / +3 Wil / +4 Con Changes resistances: +10% acid / +9% fire / +9% lightning / +5% cold Changes damage: +3% temporal Life regen: +0.20 Maximum life: +20.00 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| On hands | 4K (0 def, 3 armour) 4K (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +25 (+5 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes stats: +6 Str Maximum encumbrance: +60 Physical save: +10 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +49% Mana each turn: +0.23 Spellpower: +16 (+6 eff.) Spell crit. chance: +6% Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). On weapon hit: * 40% chance to blind Damage (Melee): +16 light / +18 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Mucusresolve the drakeskin leather cap (0 def, 5 armour) Mucusresolve the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +7 Dex / +8 Wil / +7 Con Changes resistances: +12% blight / +3% nature Changes damage: +9% nature / +12% lightning Mental save: +15 (+5 eff.) A cap made of leather. |
| Tool | voratun pickaxe 'Flameminister' (dig speed 5 turns) voratun pickaxe 'Flameminister' (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +2 Cun Changes resistances: +10% physical Changes resistances penetration: +5% fire Changes damage: +3% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +14 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+5 eff.) Maximum life: +72.00 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Borodin' stralite ring 'Borodin'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +5 Cun / +4 Mag Changes resistances: +37% acid / +18% fire / +20% lightning / +20% cold Changes resistances penetration: +10% mind Changes damage: +9% mind Spellpower: +17 (+6 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 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. |
| Around neck | Nimbuspassion the stralite amulet Nimbuspassion the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +21 (+7 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +7 Lck Changes resistances: +23% lightning Changes resistances cap: +4% all Changes resistances penetration: +20% acid Physical save: +18 (+4 eff.) Stun/Freeze immunity: +44% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| Main armor | volcanic drakeskin leather armour of Toknor (5 def, 18 armour) volcanic drakeskin leather armour of Toknor (5 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +18 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +21% fire / +27% physical Critical mult.: +17.00% A suit of armour made of leather. |
| Light source | Lisadhewen LisadhewenInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Wil Changes resistances: +3% blight / +6% fire / +9% lightning Critical mult.: +15.00% Spell save: +25 (+8 eff.) Blindness immunity: +48% Confusion immunity: +18% Light radius: +14 See stealth: +22 See invisible: +5 It can be used to activate talent Track, 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: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 211.86 cold damage and condensing the air into freezing vapors that deal 70.62 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Around waist | 4k gold trash item gg 4k gold trash item ggInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +14 (+5 eff.) Damage when hit (Melee): 12 fire Changes resistances: +15% lightning / +21% temporal / +6% fire Changes resistances penetration: +20% temporal Changes damage: +9% fire Reduced damage from: +90% Summoned Physical save: +25 (+5 eff.) A belt that goes around your waist. |
Inventory
healing infusion of the titan (heal 261) healing infusion of the titan (heal 261)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 261 and cleanse 1 wound and poison effect. 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. |
heroism infusion (+6 for 9 turns, die at -255) heroism infusion (+6 for 9 turns, die at -255)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -255 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -602) heroism infusion (+6 for 11 turns, die at -602)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -602 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -599) heroism infusion (+6 for 11 turns, die at -599)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: 24 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 6 for 11 turns. While Heroism is active, you will only die when reaching -599 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+18 for 8 turns, die at -606) heroism infusion of the sneak (+18 for 8 turns, die at -606)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: 29 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 18 for 8 turns. While Heroism is active, you will only die when reaching -606 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 9 turns, die at -604) heroism infusion of the sneak (+17 for 9 turns, die at -604)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 17 for 9 turns. While Heroism is active, you will only die when reaching -604 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (533% speed; 5 turns) movement infusion (533% speed; 5 turns)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: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (639% speed; 6 turns) movement infusion (639% speed; 6 turns)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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (520% speed; 6 turns) movement infusion (520% speed; 6 turns)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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 334 over 5 turns) regeneration infusion (heal 334 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 346 over 5 turns) regeneration infusion (heal 346 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure physical) wild infusion of the duelist (resist 30%; 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: 14 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 30% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the titan (168 cold damage; 60 apply power) biting gale rune of the titan (168 cold damage; 60 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: 19 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 168.42 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 60. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
controlled phase door rune of the psychic (range 10) controlled phase door rune of the psychic (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (189 fire damage) heat beam rune of the wizard (189 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 188.97 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 201) teleportation rune of the warrior (range 201)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 201 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Mayota the steel amulet Mayota the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 30% chance to corrode armour Changes resistances: +3% light Physical save: +16 (+3 eff.) Spell save: +24 (+8 eff.) Mental save: +16 (+6 eff.) Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
gold amulet 'Hanetir' gold amulet 'Hanetir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +5% arcane Changes damage: +6% mind Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Poison immunity: +5% Stun/Freeze immunity: +32% Only die when reaching: -80.00 life Amulets can have magical properties. |
gold amulet 'Nerunor' gold amulet 'Nerunor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str Changes resistances: +3% lightning Physical save: +9 (+2 eff.) Cut immunity: +5% Amulets can have magical properties. |
savior's stralite amulet of dexterity (+5) savior's stralite amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Physical save: +17 (+3 eff.) Spell save: +16 (+5 eff.) Mental save: +18 (+6 eff.) Amulets can have magical properties. |
serendipitous stralite amulet of murder serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +5 Physical crit. chance: +6.0% Defense: +12 (+4 eff.) Changes stats: +11 Lck Critical mult.: +14.00% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
vitalizing stralite amulet of vision vitalizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +13 (+3 eff.) Blindness immunity: +14% Life regen: +1.10 Maximum life: +46.00 Infravision radius: +2 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
voratun amulet 'Isuriawen' voratun amulet 'Isuriawen'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Dex / +4 Wil / +1 Con Changes resistances: +22% lightning / +3% temporal Mental save: +8 (+3 eff.) Cut immunity: +60% Confusion immunity: +19% Stun/Freeze immunity: +24% Mindpower: +10 (+3 eff.) Infravision radius: +3 Healing mod.: +20% 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 254 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's gold amulet of perfection (0.23 Technique / Mobility,0.23 Technique / Combat training) wanderer's gold amulet of perfection (0.23 Technique / Mobility,0.23 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +5 Con Talent masteries: +0.23 Technique / Mobility +0.23 Technique / Combat training Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of perfection (0.22 Technique / Mobility,0.22 Wild-gift / Harmony) wanderer's stralite amulet of perfection (0.22 Technique / Mobility,0.22 Wild-gift / Harmony)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +6 Cun / +5 Con Talent masteries: +0.22 Technique / Mobility +0.22 Wild-gift / Harmony Life regen: +0.70 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Dex / +6 Wil Amulets can have magical properties. |
warrior's gold amulet of vision warrior's gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Blindness immunity: +16% Stamina each turn: +0.40 Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Boradin BoradinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% mind Spell save: +12 (+4 eff.) Silence immunity: +15% Disarm immunity: +10% Teleport immunity: +5% Rings can have magical properties. |
Brodehor the stralite ring Brodehor the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% temporal / +28% cold / +1% physical Changes damage: +14% cold Mental save: +3 (+1 eff.) Silence immunity: +5% Stun/Freeze immunity: +20% Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glintraptor the stralite ring Glintraptor the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +3% mind / +28% fire Changes resistances penetration: +5% mind Changes damage: +14% fire Light radius: +3 Rings can have magical properties. |
Infernowinnow the stralite ring Infernowinnow the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +11 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +6 Mag / +2 Wil / +1 Con Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Spell save: +12 (+4 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 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. |
Ivaramirin the stralite ring Ivaramirin the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +28% light Changes resistances penetration: +10% acid Changes damage: +14% light / +9% acid Grants telepathy: Dragon Critical mult.: +10.00% Disarm immunity: +28% Pinning immunity: +43% Knockback immunity: +28% Maximum life: +44.00 Maximum hate: +2.00 Spellpower: +10 (+4 eff.) Rings can have magical properties. |
Mayith the Flamemoon Mayith the FlamemoonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% fire Changes damage: +9% arcane / +6% fire Spell save: +20 (+7 eff.) Stun/Freeze immunity: +39% Life regen: +2.80 Spellpower on spell critical (stacks up to 3 times): +2 Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Muckgore MuckgoreInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 lightning Changes stats: +8 Wil / +6 Cun / +6 Con Changes resistances: +16% mind / +6% darkness Changes resistances penetration: +5% nature Changes damage: +16% mind / +6% nature Physical save: +12 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Nightsong NightsongInfused 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 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Stormcrack the voratun ring Stormcrack the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +17 Defense: +17 (+6 eff.) Fatigue: -8% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +3% blight / +6% cold Maximum encumbrance: +37 Spell save: +25 (+8 eff.) Life regen: +1.10 Maximum life: +77.00 Healing mod.: +24% 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. |
gladiator's stralite ring of sensing gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +7 Str / +7 Con Blindness immunity: +40% Infravision radius: +5 See stealth: +17 See invisible: +15 Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +8 Str / +8 Con Life regen: +1.80 Maximum life: +64.00 Healing mod.: +22% Rings can have magical properties. |
gladiator's voratun ring of light (+34%) gladiator's voratun ring of light (+34%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +34% light Changes damage: +17% light Rings can have magical properties. |
gladiator's voratun ring of warding gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +8 Str / +4 Con Changes resistances: +18% acid / +19% fire / +26% lightning / +29% cold Rings can have magical properties. |
gladiator's voratun ring of warding gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Str / +5 Con Changes resistances: +23% acid / +13% fire / +23% lightning / +10% cold Rings can have magical properties. |
gold ring of life gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +0.80 Maximum life: +65.00 Healing mod.: +14% Rings can have magical properties. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 29%. Rings can have magical properties. |
savage's gold ring of life savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+4 eff.) Life regen: +1.10 Maximum life: +51.00 Maximum stamina: +19.00 Healing mod.: +13% Rings can have magical properties. |
sneakthief's gold ring of blight (+13%) sneakthief's gold ring of blight (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +13% blight Changes damage: +13% blight Rings can have magical properties. |
sneakthief's voratun ring of perseverance sneakthief's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +7 Cun / +4 Dex Stun/Freeze immunity: +38% Life regen: +3.90 Rings can have magical properties. |
sneakthief's voratun ring of pilfering sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +11 Defense: +7 (+2 eff.) Changes stats: +9 Cun / +7 Dex 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. |
solipsist's voratun ring of misery solipsist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +15 Cun / +6 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mindpower: +12 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 29%. Rings can have magical properties. |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +15% Disease immunity: +21% Life regen: +1.30 Maximum life: +64.00 Healing mod.: +15% Rings can have magical properties. |
voratun ring of aether (+19%) voratun ring of aether (+19%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +19% arcane Changes damage: +19% arcane Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+7 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (52-72.8 power, 5 apr) Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Layobeth the Tempestbright (16.5-18.15 power, 40 apr, mind damage) Layobeth the Tempestbright (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze * 40% chance to gain 10% of a turn When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 40% chance to daze Damage when hit (Melee): 15 fire / 16 mind / 14 darkness Changes resistances: +13% fire Changes resistances penetration: +5% temporal / +17% fire Changes damage: +12% fire / +15% mind / +16% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Ulelathabar the dragonbone magestaff (30-36 power, 6 apr, lightning element) Ulelathabar the dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Armour: +2 Defense: +25 (+8 eff.) Damage (Melee): 12 % chance of confusion / 28 fire Changes resistances: +6% mind Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +51.00% Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Disarm immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +15% Spellpower: +29 (+10 eff.) Spell crit. chance: +5% See invisible: +17 Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
Cyrethra CyrethraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +6% temporal / +14% light / +11% darkness Changes resistances penetration: +16% physical Changes damage: +16% physical Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Mental save: +12 (+4 eff.) Disease immunity: +10% Cut immunity: +10% A belt that goes around your waist. |
Splendourlace SplendourlaceInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes resistances: +19% acid / +9% temporal / +7% cold / +7% fire / +3% nature / +14% lightning Physical save: +12 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
monstrous drakeskin leather belt of the giants monstrous drakeskin leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +5 Str / +6 Con Physical save: +11 (+2 eff.) Spell save: +10 (+3 eff.) Size category: +2 A belt that goes around your waist. |
skylord's drakeskin leather belt of recklessness skylord's drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Dex / +4 Wil / +7 Cun Critical mult.: +6.00% Physical save: +13 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+5 eff.) A belt that goes around your waist. |
Elenirach the cashmere cloak (2 def, 0 armour) Elenirach the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +3 Str / +3 Con Changes resistances penetration: +20% acid Changes damage: +6% arcane Physical save: +18 (+4 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porona the cashmere cloak (2 def, 0 armour) Porona the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Physical save: +8 (+2 eff.) Mental save: +18 (+6 eff.) Only die when reaching: -50.00 life Spell crit. chance: +6% Mindpower: +2 (+0 eff.) 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. |
Smolderglamour the cashmere cloak (9 def, 0 armour) Smolderglamour the cashmere cloak (9 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +2 Str / +4 Wil / +3 Cun / +4 Con Changes resistances: +16% light / +18% fire Changes resistances penetration: +5% fire Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Stealth bonus: +10 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+0 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +16% darkness / +13% temporal Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 7 armour) thick cashmere cloak of Eldoral (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 7 armour) thick cashmere cloak of the voidstalker (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +13% temporal / +17% darkness / +11% cold Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of alchemy (5 def, 0 armour) ancient elven-silk robe of alchemy (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Mag Changes resistances: +14% acid / +16% physical / +17% fire / +14% cold Changes resistances penetration: +8% temporal / +13% physical Changes damage: +10% acid / +17% temporal / +8% fire / +11% cold / +25% physical Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isyreth the pair of dwarven-steel boots (27 def, 4 armour) Isyreth the pair of dwarven-steel boots (27 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +27 (+9 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances: +6% mind / +7% fire / +3% nature / +9% cold Changes damage: +7% physical Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 24 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivutira (0 def, 4 armour) Ivutira (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str Changes resistances: +6% acid Maximum life: +20.00 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of hardened leather boots of speed (0 def, 3 armour) blood-soaked pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Movement speed: +20% A pair of boots made of leather. |
dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour) dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Islilrana' (19 def, 4 armour) pair of dwarven-steel boots 'Islilrana' (19 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +19 (+7 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +2 Dex / +3 Con Changes resistances: +5% arcane Physical save: +8 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +7 (+3 eff.) Light radius: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Foggrind' (0 def, 3 armour) pair of hardened leather boots 'Foggrind' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes resistances: +10% lightning / +10% temporal / +3% acid / +9% fire / +5% arcane / +8% cold Changes damage: +9% darkness Maximum encumbrance: +32 Physical save: +8 (+2 eff.) Spell save: +12 (+4 eff.) A pair of boots made of leather. |
restorative pair of hardened leather boots of strife (0 def, 3 armour) restorative pair of hardened leather boots of strife (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +6% physical Life regen: +2.80 Mindpower: +5 (+1 eff.) Healing mod.: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
restorative pair of hardened leather boots of uncanny dodging (4 def, 3 armour) restorative pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +3% Life regen: +2.90 Healing mod.: +16% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots (0 def, 5 armour) undeterred pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +20% Confusion immunity: +29% Stun/Freeze immunity: +27% A pair of boots made of leather. |
Duathelbearer the drakeskin leather gloves (0 def, 3 armour) Duathelbearer the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 3 acid / 8 fire / 7 cold / 5 lightning Damage when hit (Melee): 4 mind Changes stats: +3 Str / +4 Mag / +8 Wil / +2 Cun / +9 Con Changes resistances: +3% darkness Changes resistances penetration: +5% mind Talent mastery: +0.20 Technique / Grappling Physical save: +23 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +65% Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +8 ice / +22 physical / +24 fire / +18 lightning / +22 acid Activating this item is instant. It can be used to activate talent Juggernaut, 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 Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunohek (0 def, 2 armour) Gunohek (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +2 Reduces incoming crit damage: 15.00% Physical save: +16 (+3 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +31% Life regen: +6.10 Stamina each turn: +1.80 Psi each turn: +0.43 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Second Wind (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 155.15 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Unlightlady (0 def, 2 armour) Unlightlady (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 8 fire / 6 cold / 5 lightning Damage when hit (Melee): 4 darkness / 12 lightning Changes stats: +7 Mag / +4 Wil / +2 Con Changes resistances: +6% darkness Changes damage: +7% arcane / +9% darkness Physical save: +19 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +34% When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +7 ice / +12 physical / +16 darkness / +12 acid / +10 fire / +6 arcane / +15 lightning Burst (radius 2) on crit: +8 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindlore the voratun helm (12 def, 5 armour) Blindlore the voratun helm (12 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 20 mind Changes stats: +6 Cun Changes resistances: +9% acid / +5% fire / +3% light / +6% mind / +8% blight / +8% cold / +11% nature / +7% lightning Changes resistances penetration: +5% light Changes damage: +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanebeth the dwarven-steel helm (0 def, 4 armour) Xanebeth the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 7 physical Changes stats: +11 Str / +6 Wil / +3 Con Changes resistances: +10% physical Physical save: +33 (+7 eff.) Disease immunity: +5% Disarm immunity: +20% Knockback immunity: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 599.0 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed voratun helm of the depths (0 def, 5 armour) bladed voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +4 Str Changes resistances: +12% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 599.0 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's drakeskin leather cap of the depths (0 def, 5 armour) catburglar's drakeskin leather cap of the depths (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +12% darkness / +10% cold Allows you to breathe in: water Infravision radius: +4 A cap made of leather. |
catburglar's hardened leather cap of the depths (0 def, 3 armour) catburglar's hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +15% darkness / +8% cold Allows you to breathe in: water Infravision radius: +4 A cap made of leather. |
champion's hardened leather cap of the depths (0 def, 3 armour) champion's hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Wil Changes resistances: +5% cold Allows you to breathe in: water Mental save: +7 (+3 eff.) Light radius: +1 A cap made of leather. |
dragonslayer's drakeskin leather cap of knowledge (0 def, 5 armour) dragonslayer's drakeskin leather cap of knowledge (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Wil Changes resistances: +9% acid / +12% fire / +12% lightning / +12% cold Mindpower: +4 (+1 eff.) A cap made of leather. |
dragonslayer's dwarven-steel helm of trickery (0 def, 4 armour) dragonslayer's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +3 Dex Changes resistances: +9% acid / +7% fire / +9% lightning / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of sanctity (0 def, 5 armour) dragonslayer's voratun helm of sanctity (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% acid / +14% darkness / +13% blight / +11% fire / +11% lightning / +11% cold Spell save: +11 (+4 eff.) Mental save: +8 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Bokuharakhad' (0 def, 7 armour) drakeskin leather cap 'Bokuharakhad' (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +7 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +11 Str / +6 Wil Changes resistances: +6% temporal / +11% physical Changes resistances penetration: +10% arcane Physical save: +34 (+7 eff.) Poison immunity: +10% Vim when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 599.0 Physical damage. If the attack hits, the target is confused (44% 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. |
fearwoven elven-silk wizard hat of corrosion (+30%) (3 def, 0 armour) fearwoven elven-silk wizard hat of corrosion (+30%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% acid / +18% physical / +14% darkness Changes damage: +20% acid / +7% physical / +10% darkness Maximum hate: +13.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
hardened leather cap 'Harydan' (0 def, 7 armour) hardened leather cap 'Harydan' (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +7 Fatigue: +3% Changes stats: +9 Str / +5 Wil / +9 Con Changes resistances: +6% acid / +6% cold / +7% physical Physical save: +8 (+2 eff.) Mental save: +12 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. |
warlord's voratun helm of dexterity (+6) (0 def, 5 armour) warlord's voratun helm of dexterity (+6) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +9% physical Physical save: +11 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour 'Cloudlash' (18 def, 29 armour) voratun mail armour 'Cloudlash' (18 def, 29 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +18 (+6 eff.) Fatigue: +6% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 blight Changes stats: +6 Cun Changes resistances: +10% arcane Changes resistances penetration: +15% blight Changes damage: +18% blight / +9% lightning Physical save: +14 (+3 eff.) Spell save: +23 (+7 eff.) Mental save: +22 (+8 eff.) A suit of armour made of mail. |
volcanic drakeskin leather armour of the wind (16 def, 22 armour) volcanic drakeskin leather armour of the wind (16 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +7.0% Armour: +22 Defense: +16 (+5 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +29% fire / +19% physical Stamina each turn: +1.20 Chance to avoid any damage: +9% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 289.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
hardened voratun plate armour of command (21 def, 31 armour) hardened voratun plate armour of command (21 def, 31 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +21 (+7 eff.) Fatigue: +26% Changes stats: +4 Cun Changes resistances: +11% acid / +8% physical / +11% cold / +10% lightning / +12% fire Mental save: +14 (+5 eff.) A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
agate 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. |
185 alchemist agate 185 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 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boryrontir the Obsidianstake (dig speed 6 turns) Boryrontir the Obsidianstake (dig speed 6 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +4 Mag Changes resistances: +15% physical Changes damage: +6% arcane / +30% darkness Maximum mana: +49.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Starstreak the voratun pickaxe (dig speed 8 turns) Starstreak the voratun pickaxe (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +11 Str / +8 Mag / +10 Wil Changes resistances: +10% physical Changes resistances penetration: +10% light / +5% mind Grants telepathy: Dragon Demon/Major Demon/Minor Maximum mana: +60.00 Spell crit. chance: +10% Mental crit. chance: +13% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang 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. |
emerald 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. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Anatoran the dwarven lantern Anatoran the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +1 Dex / +2 Wil / +3 Cun / +1 Con Mental save: +5 (+2 eff.) Maximum life: +149.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +9% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Camichak CamichakPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Dex / +2 Con Changes resistances: +13% blight / +18% darkness Changes resistances penetration: +5% physical Changes damage: +14% light / +3% physical Damage affinity(heal): +5% light Mental save: +13 (+5 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +5 See stealth: +16 See invisible: +36 The wearer is treated as an undead. The wearer no longer has to breathe. 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 36.06 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 23.52 cold damage and 23.08 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 227 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (88 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
survivor's alchemist's lamp of the moons survivor's alchemist's lamp of the moonsPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Physical save: +8 (+2 eff.) Light radius: +3 Infravision radius: +3 Healing mod.: +19% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 136.55 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's dwarven lantern of the sun void-walker's dwarven lantern of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% temporal / +7% darkness / +6% cold Changes damage: +9% light Damage affinity(heal): +5% light Light radius: +5 Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% 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 36.06 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
64 alchemist bloodstone 64 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 454.58 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 422.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aerytogrim [power 285] (49 cooldown) Aerytogrim [power 285] (49 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane / 12 temporal Changes resistances: +6% temporal Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 285 for 7 turns, putting all charms on cooldown for 49 turns. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of psychoportation [power 43] (30 cooldown) quiet stralite torque of psychoportation [power 43] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 43), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Gloronor' [power 101] (20 cooldown) stralite torque of charged psionic shield 'Gloronor' [power 101] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +3 Con Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +3 Telekinetic Blast +6 Silence See invisible: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 101 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of psychoportation [power 43] (30 cooldown) warded stralite torque of psychoportation [power 43] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 43), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of thermal psionic shield [power 155] (20 cooldown) warded voratun torque of thermal psionic shield [power 155] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 155 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinarira the Moldhacker [power 4] (14 cooldown) Eilinarira the Moldhacker [power 4] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Dex / +2 Wil Maximum wards: +4 acid / +3 nature / +3 light Changes resistances penetration: +10% nature Changes damage: +6% nature Talents granted: +1 Ward +3 Lay Web It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life 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 (+2 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 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
tentacled dragonbone totem of thorny skin [power 72] (20 cooldown) tentacled dragonbone totem of thorny skin [power 72] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
Scorchpall [power 217] (6 cooldown) Scorchpall [power 217] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +6% mind Talents granted: +3 Strike +9 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 258 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of trap destruction [power 96] (15 cooldown) elven-wood wand of trap destruction [power 96] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to disarm traps (96 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
zircon 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Karin the Shalore Brawler level 25
10th Decay 122nd year of Ascendancy at 11:22 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Karin the Shalore Brawler level 14
46th Dusk 122nd year of Ascendancy at 21:31 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Karin the Shalore Brawler level 25
8th Decay 122nd year of Ascendancy at 19:14 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Karin the Shalore Brawler level 37
9th Dusk 123rd year of Ascendancy at 16:23 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Karin the Shalore Brawler level 36
6th Dusk 123rd year of Ascendancy at 21:19 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Karin the Shalore Brawler level 30
44th Regrowth 123rd year of Ascendancy at 22:19 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Karin the Shalore Brawler level 14
77th Dusk 122nd year of Ascendancy at 21:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Karin the Shalore Brawler level 10
8th Dusk 122nd year of Ascendancy at 07:03 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Karin the Shalore Brawler level 42
37th Haze 123rd year of Ascendancy at 11:55 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Karin the Shalore Brawler level 28
13rd Regrowth 123rd year of Ascendancy at 15:46 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Karin the Shalore Brawler level 17
46th Haze 122nd year of Ascendancy at 10:46 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Karin the Shalore Brawler level 50
66th Regrowth 124th year of Ascendancy at 01:40 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Karin the Shalore Brawler level 50
8th Pyre 124th year of Ascendancy at 10:52 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Karin the Shalore Brawler level 17
46th Haze 122nd year of Ascendancy at 03:28 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Karin the Shalore Brawler level 16
35th Haze 122nd year of Ascendancy at 16:27 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Karin the Shalore Brawler level 27
9th Allure 123rd year of Ascendancy at 12:29 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Karin the Shalore Brawler level 44
49th Regrowth 124th year of Ascendancy at 23:14 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Karin the Shalore Brawler level 43
37th Haze 123rd year of Ascendancy at 13:08 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Karin the Shalore Brawler level 14
46th Dusk 122nd year of Ascendancy at 20:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Karin the Shalore Brawler level 10
8th Dusk 122nd year of Ascendancy at 07:02 see stats
Level 20 (Roguelike)
Got a character to level 20.By Karin the Shalore Brawler level 20
48th Haze 122nd year of Ascendancy at 16:31 see stats
Level 30 (Roguelike)
Got a character to level 30.By Karin the Shalore Brawler level 30
31st Regrowth 123rd year of Ascendancy at 14:02 see stats
Level 40 (Roguelike)
Got a character to level 40.By Karin the Shalore Brawler level 40
68th Dusk 123rd year of Ascendancy at 05:44 see stats
Level 50 (Roguelike)
Got a character to level 50.By Karin the Shalore Brawler level 50
66th Regrowth 124th year of Ascendancy at 01:08 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Karin the Shalore Brawler level 43
47th Haze 123rd year of Ascendancy at 17:07 see stats
Mad slime dash (Roguelike)
Have 300 walls on the sludgenest turn into hostile creatures.By Karin the Shalore Brawler level 44
21st Regrowth 124th year of Ascendancy at 19:15 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Karin the Shalore Brawler level 43
65th Haze 123rd year of Ascendancy at 00:20 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Karin the Shalore Brawler level 41
77th Dusk 123rd year of Ascendancy at 06:53 see stats
Pest Control (Roguelike)
Killed 1000 reproducing vermin.By Karin the Shalore Brawler level 43
65th Haze 123rd year of Ascendancy at 19:25 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Karin the Shalore Brawler level 41
2nd Haze 123rd year of Ascendancy at 12:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Karin the Shalore Brawler level 14
58th Dusk 122nd year of Ascendancy at 10:32 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Karin the Shalore Brawler level 26
2nd Allure 123rd year of Ascendancy at 23:11 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Karin the Shalore Brawler level 38
38th Dusk 123rd year of Ascendancy at 13:52 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Karin the Shalore Brawler level 22
70th Haze 122nd year of Ascendancy at 21:02 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Karin the Shalore Brawler level 30
39th Regrowth 123rd year of Ascendancy at 21:19 see stats
Slime killer party (Roguelike)
Have 200 walls on the sludgenest turn into hostile creatures.By Karin the Shalore Brawler level 44
69th Haze 123rd year of Ascendancy at 05:30 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By Karin the Shalore Brawler level 43
66th Haze 123rd year of Ascendancy at 05:35 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Karin the Shalore Brawler level 50
66th Regrowth 124th year of Ascendancy at 01:39 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Karin the Shalore Brawler level 5
6th Mirth 122nd year of Ascendancy at 03:26 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Karin the Shalore Brawler level 14
46th Dusk 122nd year of Ascendancy at 21:31 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Karin the Shalore Brawler level 27
9th Allure 123rd year of Ascendancy at 19:33 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Karin the Shalore Brawler level 50
66th Regrowth 124th year of Ascendancy at 01:40 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Karin the Shalore Brawler level 44
69th Haze 123rd year of Ascendancy at 05:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Karin the Shalore Brawler level 5
4th Mirth 122nd year of Ascendancy at 17:48 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Karin the Shalore Brawler level 31
78th Regrowth 123rd year of Ascendancy at 07:58 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Karin the Shalore Brawler level 15
78th Dusk 122nd year of Ascendancy at 00:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Karin the Shalore Brawler level 36
6th Dusk 123rd year of Ascendancy at 08:19 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Karin the Shalore Brawler level 20
61st Haze 122nd year of Ascendancy at 16:26 see stats
Unstoppable (Roguelike)
Returned from the dead.By Karin the Shalore Brawler level 44
23rd Regrowth 124th year of Ascendancy at 12:45 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Karin the Shalore Brawler level 24
6th Decay 122nd year of Ascendancy at 19:46 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
Karin activates Premonition.
You gain 1.13 gold from the transmogrification of volcanic drakeskin leather armour of lightning resistance (5 def, 15 armour).
You gain 3.90 gold from the transmogrification of troll-hide drakeskin leather armour of the void (5 def, 8 armour).
You gain 0.99 gold from the transmogrification of radiant drakeskin leather armour of stability (5 def, 8 armour).
You gain 4.46 gold from the transmogrification of bloodlich's dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element).
You gain 1.02 gold from the transmogrification of living mindstar of persecution (15-16.5 power, 40 apr, nature damage).
You gain 2.11 gold from the transmogrification of glacial voratun greatmaul of daylight (66-99 power, 4 apr).
You gain 0.92 gold from the transmogrification of voratun dagger of torment (39-50.7 power, 9 apr).
You gain 1.65 gold from the transmogrification of quick voratun battleaxe of purging (55-82.5 power, 4 apr).
You gain 0.22 gold from the transmogrification of wild infusion (resist 21%; cure magical).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 40th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 41st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface 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.
Saving game...
Saving done.
Karin deactivates Exploit Weakness.
Karin deactivates Precise Strikes.
Karin deactivates Premonition.
Karin deactivates Chant of Fortitude.
Karin deactivates Striking Stance.
