













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Adventurer |
| Level / Exp | 50 / 972% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 87 (base 38) |
| Dexterity | 57 (base 10) |
| Constitution | 69 (base 62) |
| Magic | 25 (base 16) |
| Willpower | 115 (base 61) |
| Cunning | 95 (base 60) |
Resources
| Life | 1653/1653 |
| Steam | 100/100 |
| Equilibrium | 58 |
| Psi | 490/490 |
| Healing Factor | 1.912721986691 |
| Regeneration | 47.550099546524 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +112.00371569722% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 70 |
| Crit Chance | 45% |
| APR | 87 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 142 |
| Accuracy | 70 |
| Crit Chance | 43% |
| APR | 87 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +214% |
| Fire | +32% |
| Nature | +19% |
| Physical | +17% |
| Cold | +36% |
| All | +11% |
Offense: Damage Penetration
| Acid | +80% |
| Fire | +25% |
| Cold | +13% |
| Arcane | +5% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 92.5 (80%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 18 |
| Physical Save | 49.6 |
| Spell Save | 44.8 |
| Mental Save | 52 |
Defense: Resistances
| Nature | + 70%( 70%) |
| Lightning | + 43%( 70%) |
| Acid | + 70%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 61%( 70%) |
| Arcane | + 35%( 70%) |
| Fire | + 21%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 45% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 42% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 611 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental and magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Corrosive blades | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Augmentation |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
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 |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Willpower by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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
| Psionic focus | Acera (33-46 power, 4 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Acid Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 45 damage and reducing their armor Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 16 acid damage in a 4 radius ball. This damage will increase by 9% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. This item has been sent to the Item's Vault. |
| On hands | dwarven-steel gauntlets 'Emelyvea' (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Fatigue: +3% Damage (Melee): 7 cold Damage when hit (Melee): 4 acid Changes stats: +3 Dex Changes resistances: +9% acid / +5% cold Changes resistances penetration: +5% arcane / +10% acid Changes damage: +6% acid / +5% cold Talent granted: +5 Iron Grip Mental save: +8 (+3 eff.) Disarm immunity: +100% Maximum life: +43.00 When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Light source | Xiwyn the LavabearerRequires: - Level 15 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +2 Dex Changes resistances penetration: +25% fire Changes damage: +12% acid / +6% fire / +6% physical Maximum life: +60.00 Maximum stamina: +30.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
| On head | Neroriba the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Cun Changes resistances: +12% blight / +3% fire / +9% acid Changes damage: +18% acid Physical save: +16 (+4 eff.) Mental save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On feet | Eilinitta (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +12 Wil Changes damage: +6% acid Critical mult.: +10.00% Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.80 Psi when hit: +0.08 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. This item has been sent to the Item's Vault. |
| Tool | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 75% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | ChalegrimRequires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Defense: +27 (+9 eff.) Changes resistances: +10% blight / +6% nature / +32% acid Changes resistances penetration: +20% mind Changes damage: +16% acid Poison immunity: +22% Disease immunity: +18% Only die when reaching: -60.00 life Maximum stamina: +20.00 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! This item has been sent to the Item's Vault. |
| On fingers | mule's steel ring of corrosion (+22%)Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +22 Rings make your fingers look great! This item has been sent to the Item's Vault. |
| Around neck | copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 507 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | mitotic living mindstar of venom (15-17 power, 71 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 130% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +71 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 15% chance to reduce armor by 16% * 16% chance to slow global speed by 75% * splashes acid on your target dealing 45 damage and reducing their armor When wielded/worn: Damage (Melee): 12 acid Changes resistances: +15% acid Changes resistances penetration: +12% acid Changes damage: +19% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. This item has been sent to the Item's Vault. |
| Around waist | Singesun the drakeskin leather beltRequires: - Level 35 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 10 acid / 4 fire Changes resistances penetration: +15% acid Changes damage: +27% acid / +15% fire Life regen: +3.60 Healing mod.: +24% A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | Zubathra the living mindstar (17-18 power, 71 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 130% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +71 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 45 damage and reducing their armor When wielded/worn: Armour: +15 Damage (Melee): 16 acid / 15 cold Changes resistances: +22% acid / +19% cold / +10% blight Changes resistances penetration: +13% acid / +13% cold Changes damage: +29% acid / +20% cold / +8% nature Talent granted: +1 Attune Mindstar Disease immunity: +22% Life regen: +4.00 Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Mindpower: +18 (+3 eff.) Mental crit. chance: +5% 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. This item has been sent to the Item's Vault. |
| Cloak | Destala's Scales (10 def, 0 armour) Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Stun/Freeze immunity: +50% Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 44% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. This item has been sent to the Item's Vault. |
| Main armor | Ragokalthovon (5 def, 54 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +54 Defense: +5 (+1 eff.) Fatigue: +13% Damage when hit (Melee): 50 physical Changes damage: +24% acid Reduces incoming crit damage: 15.00% Poison immunity: +20% Pinning immunity: +20% Healing mod.: +20% A suit of armour made of mail. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the titan (efficiency 128% / cooldown 88%)Requires: - Level 15 Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 88%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item's Vault. |
medical injector implant of the wizard (efficiency 108% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.7 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 275; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 119; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 383; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 383 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 449; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 356; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 34%; magical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Prismatic Rune (6 turns; physical, cold, light, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune 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 create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 cold, 5 light, 3 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (610.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 677.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1865% over 10 turns; mana 93; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1865% for 10 turns (54 total) and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. |
shatter afflictions rune of the duelist (absorb 92; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
AnagosusRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +12% lightning / +12% temporal Critical mult.: +20.00% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Arogatta the CobrashearRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Cun / +1 Mag Changes resistances: +11% cold / +11% fire Infravision radius: +3 Amulets can have magical properties. This item has been sent to the Item's Vault. |
Newly picked upBelylen Requires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +18 Dex / +7 Cun / +9 Con Changes resistances penetration: +15% arcane Reduces incoming crit damage: 15.00% Life regen: +5.00 Stamina each turn: +1.30 Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Light radius: +3 Infravision radius: +3 Movement speed: +10% Damage Shield penetration: +30% Amulets make your neck look great! This item has been sent to the Item's Vault. |
BoltnightRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +4 Mag Changes resistances penetration: +20% arcane / +15% lightning Spell save: +15 (+4 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Camohad the ShimmerstingerRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes stats: +7 Con Changes resistances: +3% lightning / +5% arcane / +6% nature Cut immunity: +20% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Ce'NunneRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +9% acid / +9% light / +15% mind / +12% blight Changes resistances penetration: +10% physical Disarm immunity: +10% Pinning immunity: +20% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Newly picked upChargeroar Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 6 lightning / 6 fire / 4 cold Changes resistances: +15% lightning Changes resistances penetration: +25% fire Critical mult.: +15.00% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Chodir the gold amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Changes stats: +1 Dex Changes resistances: +9% acid / +8% physical / +5% arcane Spell save: +18 (+4 eff.) Stamina each turn: +0.40 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Crappy Expensive AmuletRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -10% Changes stats: +10 Dex / +14 Cun / +10 Con Changes resistances: +1% physical / +30% light / +12% temporal / +30% fire / +26% darkness / +36% cold Blindness immunity: +44% Pinning immunity: +23% Life regen: +5.00 Stamina each turn: +1.00 Only die when reaching: -20.00 life Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Cyroma the copper amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage when hit (Melee): 6 mind Changes stats: +2 Wil Light radius: +1 See invisible: +3 Amulets make your neck look great! This item has been sent to the Item's Vault. |
CyrydhenorRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes resistances: +13% physical Changes resistances penetration: +10% physical Stamina each turn: +0.70 Psi when hit: +0.12 Maximum life: +60.00 Maximum hate: +10.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Dazzlesorrow the gold amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Defense: +30 (+10 eff.) Changes resistances: +1% physical / +10% mind / +5% arcane Changes resistances penetration: +10% light Confusion immunity: +31% Maximum life: +60.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
DeepsdashRequires: - Level 15 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 36% Changes stats: +4 Con Changes resistances: +10% lightning / +9% temporal / +13% mind / +6% darkness Changes resistances penetration: +10% temporal Confusion immunity: +35% Stun/Freeze immunity: +23% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Drodunakor the stralite amuletRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +6 Dex Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +10% blight Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Duathelwitch the copper amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Changes stats: +6 Str Changes resistances: +9% fire / +5% arcane / +3% darkness Critical mult.: +5.00% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Eilinyba the voratun amuletRequires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 75% Changes stats: +17 Lck Changes resistances: +6% acid / +6% darkness / +15% lightning Only die when reaching: -60.00 life Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 18% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Eluwe the BurnrendRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Changes resistances: +2% physical / +3% fire / +3% light / +9% mind Mental save: +12 (+4 eff.) Blindness immunity: +16% Cut immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +11 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Emeludhetta the CracklesnakeRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +3 Physical power: +10 (+2 eff.) Changes stats: +5 Cun / +3 Con Changes resistances: +15% lightning / +6% cold / +5% arcane / +6% darkness Amulets make your neck look great! This item has been sent to the Item's Vault. |
Ereleg the voratun amuletRequires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +7 Wil Changes resistances: +18% lightning / +12% temporal / +6% light / +9% blight / +5% arcane Spell save: +6 (+1 eff.) Light radius: +3 Amulets can have magical properties. This item has been sent to the Item's Vault. |
FloebloomRequires: - Level 35 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +2 Cun Changes resistances: +22% temporal / +3% darkness / +5% physical Pinning immunity: +34% Knockback immunity: +25% Stamina each turn: +0.20 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Fulyrenik the voratun amuletRequires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 physical Changes stats: +6 Dex / +2 Mag Changes resistances: +13% mind / +2% physical Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Confusion immunity: +50% Infravision radius: +3 Amulets make your neck look great! This item has been sent to the Item's Vault. |
FurnacereignRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +20% fire Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Mental crit. chance: +2% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Galetha the copper amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +11% temporal / +3% mind / +3% cold Disease immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. This item has been sent to the Item's Vault. |
GiluvonRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +5 Str Changes resistances: +3% nature / +15% mind Reduces incoming crit damage: 10.00% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Glarebore the gold amuletRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +20% light Changes resistances penetration: +25% blight / +10% light Physical save: +16 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +17 (+6 eff.) Light radius: +3 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Glitterstoker the voratun amuletRequires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% light / +14% physical Disarm immunity: +20% Teleport immunity: +20% Stamina each turn: +1.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Hailwhisper the gold amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +14 (+4 eff.) Changes stats: +13 Lck Changes resistances: +30% cold Critical mult.: +10.00% Hate when firing a critical mind attack: +5.00 Maximum psi: +40.00 Mindpower: +20 (+4 eff.) Reduce all damage from unseen attackers: 16% Amulets make your neck look great! This item has been sent to the Item's Vault. |
KindlesliceRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Dex Changes resistances: +6% light / +12% darkness / +5% arcane Changes resistances penetration: +5% cold Spell save: +18 (+4 eff.) Amulets can have magical properties. This item has been sent to the Item's Vault. |
Kindlespawn the steel amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +15% acid / +6% physical / +3% light Stun/Freeze immunity: +20% Stamina each turn: +0.40 Amulets can have magical properties. This item has been sent to the Item's Vault. |
LelehellRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +21% lightning / +12% temporal / +6% nature Stun/Freeze immunity: +26% Light radius: +2 Amulets can have magical properties. This item has been sent to the Item's Vault. |
MayywynRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Mag Changes resistances: +21% acid / +6% fire / +5% arcane / +3% physical Poison immunity: +20% Life regen: +4.00 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +44.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
NeribrelaithRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Con Changes resistances: +15% nature / +3% light Physical save: +7 (+1 eff.) Spell save: +9 (+2 eff.) Life regen: +2.00 Maximum life: +38.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
SaledhenneRequires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% blight / +12% temporal Stun/Freeze immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Life regen: +4.00 Healing mod.: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
UnlightmasterRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 * 10% chance to reduce damage dealt by 36% Changes resistances: +6% blight / +9% darkness Changes resistances cap: +4% all Changes resistances penetration: +10% darkness Physical save: +11 (+2 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
Winterrigor the steel amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +2 Str / +2 Con Changes resistances: +13% lightning / +12% cold Physical save: +9 (+2 eff.) Stun/Freeze immunity: +26% Only die when reaching: -40.00 life Maximum stamina: +30.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
XanynneRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes stats: +4 Dex / +2 Mag / +7 Cun Critical mult.: +11.00% Equilibrium when hit: +0.12 Maximum hate: +8.00 Mental crit. chance: +2% Amulets can have magical properties. This item has been sent to the Item's Vault. |
XeyataRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Defense: +5 (+1 eff.) Changes resistances: +6% darkness / +6% physical Critical mult.: +12.00% Teleport immunity: +20% Only die when reaching: -40.00 life Amulets can have magical properties. This item has been sent to the Item's Vault. |
Xiyann the stralite amuletRequires: - Level 25 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Changes stats: +3 Str / +11 Con Changes resistances: +21% mind Confusion immunity: +25% Stamina each turn: +2.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Yvenn the NoonquencherRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Changes resistances: +25% mind / +5% arcane Changes resistances penetration: +25% light Disarm immunity: +20% Confusion immunity: +42% Stun/Freeze immunity: +20% Healing mod.: +15% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Zaniyon the LustrekinRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Damage when hit (Melee): 4 light Changes stats: +4 Con Changes resistances: +6% light Changes resistances penetration: +25% light / +5% mind Amulets make your neck look great! This item has been sent to the Item's Vault. |
Zuchik the voratun amuletRequires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +5 Wil Changes resistances: +6% lightning / +9% light / +12% blight / +9% cold / +5% arcane Amulets can have magical properties. This item has been sent to the Item's Vault. |
archmage's stralite amulet of perfection (0.25 Technique / Shield defense,0.25 Demented / Path of horror)Requires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +7% lightning / +7% cold Talent masteries: +0.25 Technique / Shield defense +0.25 Demented / Path of horror Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! This item has been sent to the Item's Vault. |
archmage's voratun amulet of willpower (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil / +4 Mag Changes damage: +5% acid / +5% fire / +5% cold / +6% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
clarifying gold amulet of murderRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes resistances: +10% mind Critical mult.: +12.00% Confusion immunity: +28% Amulets make your neck look great! This item has been sent to the Item's Vault. |
copper amulet 'Gleamroar'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +11% fire / +11% cold Critical mult.: +10.00% Light radius: +2 Amulets make your neck look great! This item has been sent to the Item's Vault. |
copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
gold amulet 'Blizzardfiend'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Dex Changes resistances: +3% blight / +6% light / +6% mind Changes resistances penetration: +25% cold Poison immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet 'Lisytira'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +1 Dex Reduces incoming crit damage: 10.00% Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+5 eff.) Light radius: +3 Infravision radius: +2 See invisible: +18 Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet 'Manichik'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +13 Armour: +10 Changes stats: +5 Dex Changes resistances: +3% mind Critical mult.: +13.00% Amulets can have magical properties. This item has been sent to the Item's Vault. |
gold amulet 'Plaguedare'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +5% arcane / +9% cold / +15% light / +3% nature Talent masteries: +0.28 Steamtech / Blacksmith +0.28 Corruption / Torment Maximum stamina: +20.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet 'Xibreriwe'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +7 Dex / +3 Con Changes resistances: +6% acid Changes resistances cap: +5% all Physical save: +14 (+3 eff.) Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet 'Xoratta'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +10% temporal / +6% nature / +6% darkness Reduces incoming crit damage: 10.00% Pinning immunity: +24% Knockback immunity: +20% Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet 'Zydudin'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +3 Str / +5 Dex / +8 Wil / +7 Cun Changes resistances: +11% physical Physical save: +12 (+3 eff.) Stamina each turn: +0.80 Amulets make your neck look great! This item has been sent to the Item's Vault. |
gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Amulets make your neck look great! |
gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets make your neck look great! |
gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +33.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
grounding copper amulet of willpower (+3)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. This item has been sent to the Item's Vault. |
grounding steel amulet of manastreamingRequires: - Level 15 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% lightning Stun/Freeze immunity: +26% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
grounding stralite amulet of cunning (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Cun Changes resistances: +21% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% lightning Blindness immunity: +13% Stun/Freeze immunity: +32% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
grounding voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% lightning Changes damage: +12% blight / +9% fire Critical mult.: +15.00% Stun/Freeze immunity: +41% Spellpower: +11 (+2 eff.) Amulets make your neck look great! |
insulating gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +16% fire / +17% cold Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
insulating gold amulet of visionRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% fire / +10% cold Blindness immunity: +20% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets make your neck look great! This item has been sent to the Item's Vault. |
insulating gold amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +13% fire / +15% cold Amulets make your neck look great! |
insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +14% cold Amulets make your neck look great! |
mindweaver's gold amuletRequires: - Level 15 Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+3 eff.) Confusion immunity: +13% Mindpower: +7 (+1 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
mindweaver's gold amuletRequires: - Level 15 Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+3 eff.) Confusion immunity: +15% Mindpower: +8 (+1 eff.) Amulets can have magical properties. This item has been sent to the Item's Vault. |
mindweaver's gold amulet of cunning (+5)Requires: - Level 15 Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun / +2 Wil Mental save: +8 (+3 eff.) Confusion immunity: +15% Mindpower: +7 (+1 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
mindweaver's gold amulet of magic (+3)Requires: - Level 15 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Wil Mental save: +7 (+3 eff.) Confusion immunity: +12% Mindpower: +8 (+1 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
mindweaver's voratun amulet of murderRequires: - Level 35 Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Changes stats: +3 Wil Critical mult.: +13.00% Mental save: +9 (+3 eff.) Confusion immunity: +25% Mindpower: +7 (+1 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +5 (+2 eff.) Blindness immunity: +33% Confusion immunity: +16% Mindpower: +10 (+2 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
protective gold amulet of cunning (+4)Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes stats: +4 Cun Changes resistances cap: +4% all Physical save: +10 (+2 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes stats: +2 Mag Changes resistances cap: +4% all Physical save: +16 (+4 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +29.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective stralite amulet of visionRequires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes resistances cap: +6% all Physical save: +12 (+3 eff.) Blindness immunity: +25% Infravision radius: +8 Sight radius: +2 See invisible: +9 Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective voratun amulet of manastreamingRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Changes stats: +4 Mag Changes resistances cap: +6% all Physical save: +18 (+4 eff.) Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +43.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective voratun amulet of manastreamingRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +2 Mag Changes resistances cap: +4% all Physical save: +22 (+5 eff.) Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +39.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective voratun amulet of murderRequires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Armour: +3 Defense: +9 (+3 eff.) Changes resistances cap: +4% all Critical mult.: +17.00% Physical save: +17 (+4 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
protective voratun amulet of murderRequires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +6 Defense: +9 (+3 eff.) Changes resistances cap: +5% all Critical mult.: +13.00% Physical save: +27 (+7 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
restful gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +3.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +38.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
restful voratun amulet of constitution (+6)Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Con Life regen: +2.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
savior's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+5 eff.) Blindness immunity: +14% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
savior's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +30.00 Amulets make your neck look great! |
savior's voratun amulet of visionRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +22 (+5 eff.) Spell save: +19 (+4 eff.) Mental save: +22 (+8 eff.) Blindness immunity: +31% Infravision radius: +6 Sight radius: +2 See invisible: +7 Amulets make your neck look great! This item has been sent to the Item's Vault. |
serendipitous gold amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +10 Lck / +5 Con Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
serendipitous gold amulet of murderRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +13 Defense: +8 (+2 eff.) Changes stats: +9 Lck Critical mult.: +12.00% Reduce all damage from unseen attackers: 13% Amulets make your neck look great! This item has been sent to the Item's Vault. |
serendipitous steel amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. This item has been sent to the Item's Vault. |
serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +13 (+4 eff.) Changes stats: +12 Lck Critical mult.: +16.00% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% temporal Pinning immunity: +20% Knockback immunity: +28% Amulets make your neck look great! |
stabilizing stralite amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +19% temporal Pinning immunity: +37% Knockback immunity: +35% Amulets make your neck look great! |
starseer's stralite amulet of murderRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Changes stats: +3 Mag Changes damage: +6% physical / +5% temporal / +5% light / +6% darkness Critical mult.: +13.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Amyhir'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Changes resistances: +3% temporal / +6% physical / +9% fire Cut immunity: +20% Confusion immunity: +10% Stamina each turn: +0.40 Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Emelugara'Requires: - Level 15 Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind / +10% temporal Confusion immunity: +20% Pinning immunity: +24% Knockback immunity: +21% Life regen: +4.00 Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. This item has been sent to the Item's Vault. |
steel amulet 'Falofang'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Changes stats: +1 Dex Changes resistances cap: +4% all Changes resistances penetration: +10% arcane Physical save: +11 (+2 eff.) Spell save: +12 (+3 eff.) Maximum mana: +80.00 Damage Shield penetration: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Gilelar'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 blight Changes stats: +2 Wil / +4 Mag Reduces incoming crit damage: 15.00% Life regen: +2.00 Maximum hate: +4.00 Mental crit. chance: +2% Amulets can have magical properties. This item has been sent to the Item's Vault. |
steel amulet 'Gloldamina'Requires: - Level 15 Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +3 Wil Mental save: +7 (+3 eff.) Confusion immunity: +14% Only die when reaching: -40.00 life Mindpower: +7 (+1 eff.) Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Makath'Requires: - Level 15 Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Wil / +2 Con Changes resistances: +12% mind Changes resistances penetration: +5% physical Mental save: +6 (+2 eff.) Confusion immunity: +34% Mana each turn: +0.08 Spellpower: +10 (+2 eff.) Mindpower: +5 (+1 eff.) Amulets can have magical properties. This item has been sent to the Item's Vault. |
steel amulet 'Radhodunathel'Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Cun / +2 Dex Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Shimmersweep'Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Damage when hit (Melee): 4 temporal Changes stats: +3 Con Changes resistances: +6% physical Changes resistances penetration: +5% lightning / +15% temporal Critical mult.: +12.00% Stamina each turn: +0.20 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! This item has been sent to the Item's Vault. |
steel amulet 'Xanylradhena'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +3 Cun Changes resistances: +12% acid / +9% temporal Changes resistances penetration: +15% acid Amulets can have magical properties. This item has been sent to the Item's Vault. |
stralite amulet 'Poruthra'Requires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 16% Changes resistances: +22% temporal / +18% light / +6% blight / +6% cold / +3% mind / +2% physical Pinning immunity: +41% Knockback immunity: +40% Amulets make your neck look great! This item has been sent to the Item's Vault. |
stralite amulet of manastreamingRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +37.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing gold amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Life regen: +3.00 Maximum life: +42.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
vitalizing gold amulet of willpower (+4)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Con Physical save: +8 (+1 eff.) Life regen: +3.00 Maximum life: +42.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing steel amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +9 (+2 eff.) Life regen: +3.00 Maximum life: +36.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
vitalizing steel amuletRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +5 (+0 eff.) Life regen: +1.00 Maximum life: +30.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
vitalizing stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Physical save: +14 (+3 eff.) Life regen: +5.00 Maximum life: +42.00 Amulets make your neck look great! |
vitalizing stralite amulet of manastreamingRequires: - Level 25 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con / +5 Mag Physical save: +11 (+2 eff.) Life regen: +3.00 Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +54.00 Maximum mana: +36.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing stralite amulet of visionRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +13 (+3 eff.) Blindness immunity: +32% Life regen: +9.00 Maximum life: +62.00 Infravision radius: +9 Sight radius: +2 See invisible: +10 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing stralite amulet of willpower (+4)Requires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil / +4 Con Physical save: +11 (+2 eff.) Life regen: +6.00 Maximum life: +45.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing voratun amulet of constitution (+12)Requires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Con Physical save: +12 (+3 eff.) Life regen: +7.00 Maximum life: +53.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
vitalizing voratun amulet of strength (+9)Requires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +4 Con Physical save: +9 (+2 eff.) Life regen: +6.00 Maximum life: +35.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
voratun amulet 'Daimynaritir'Requires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +16% temporal Changes resistances penetration: +10% mind Critical mult.: +20.00% Pinning immunity: +41% Knockback immunity: +40% Equilibrium when hit: +0.08 Mindpower: +20 (+4 eff.) Mental crit. chance: +2% Light radius: +3 See invisible: +6 Amulets make your neck look great! This item has been sent to the Item's Vault. |
voratun amulet 'Xanabremira'Requires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Fatigue: -9% Changes stats: +7 Cun Changes resistances: +12% blight Poison immunity: +20% Life regen: +4.00 Maximum life: +40.00 Mental crit. chance: +5% Amulets make your neck look great! This item has been sent to the Item's Vault. |
voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Cut immunity: +60% Healing mod.: +21% 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 430 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet of murderRequires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Critical mult.: +17.00% Amulets make your neck look great! This item has been sent to the Item's Vault. |
voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 5 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 36% * 10% chance to blind Changes damage: +11% light / +12% darkness Amulets make your neck look great! |
wanderer's copper amuletRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
wanderer's copper amulet of magic (+4)Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Mag / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
wanderer's gold amulet of magic (+6)Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Mag / +3 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's gold amulet of murderRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +6 Con Critical mult.: +12.00% Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's steel amuletRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
wanderer's steel amuletRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's steel amulet of manastreamingRequires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Mag / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's stralite amulet of manastreamingRequires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +3 Mag / +3 Cun / +7 Con Life regen: +2.00 Stamina each turn: +0.60 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +35.00 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
wanderer's stralite amulet of murderRequires: - Level 25 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +7 Con Critical mult.: +14.00% Life regen: +3.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! This item has been sent to the Item's Vault. |
warmaker's steel amuletRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil Amulets make your neck look great! This item has been sent to the Item's Vault. |
warmaker's stralite amulet of magic (+7)Requires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Mag / +4 Wil Amulets make your neck look great! This item has been sent to the Item's Vault. |
warmaker's stralite amulet of strength (+12)Requires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Str / +6 Dex / +6 Wil Amulets make your neck look great! This item has been sent to the Item's Vault. |
warmaker's voratun amulet of strength (+12)Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Str / +6 Dex / +7 Wil Amulets make your neck look great! This item has been sent to the Item's Vault. |
warmaker's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil Blindness immunity: +35% Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
warrior's gold amulet of healingRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Cut immunity: +50% Stamina each turn: +0.40 Healing mod.: +16% 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 430 life. The life healed will increase with your Mindpower. Amulets can have magical properties. This item has been sent to the Item's Vault. |
warrior's gold amulet of manastreamingRequires: - Level 15 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +8% physical Stamina each turn: +0.60 Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +38.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
warrior's gold amulet of visionRequires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Blindness immunity: +13% Stamina each turn: +0.50 Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets can have magical properties. This item has been sent to the Item's Vault. |
warrior's steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.40 Amulets make your neck look great! |
warrior's stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +9% physical Stamina each turn: +0.50 Amulets make your neck look great! |
warrior's voratun amulet of manastreamingRequires: - Level 35 Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% physical Stamina each turn: +0.60 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +40.00 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +13 (+3 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
copper ring of time (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Rings make your fingers look great! |
gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +6 (+1 eff.) Defense: +9 (+3 eff.) Changes stats: +8 Str / +4 Con Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
gladiator's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +8 Con Stun/Freeze immunity: +36% Life regen: +6.00 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Changes stats: +3 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Life regen: +13.00 Maximum life: +40.00 Healing mod.: +15% Rings make your fingers look great! |
marksman's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Stun/Freeze immunity: +39% Life regen: +1.00 Rings make your fingers look great! |
mule's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings make your fingers look great! |
mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Mental save: +7 (+3 eff.) Confusion immunity: +27% Rings make your fingers look great! |
mule's steel ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +11% arcane Changes damage: +11% arcane Maximum encumbrance: +25 Rings make your fingers look great! |
mule's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +30 Life regen: +13.00 Maximum life: +71.00 Healing mod.: +17% Rings make your fingers look great! |
mule's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Fatigue: -8% Maximum encumbrance: +36 Spellpower: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Rings make your fingers look great! |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
psionicist's gold ring of corrosion (+26%)Requires: - Level 15 Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% acid Changes damage: +13% acid Mental save: +4 (+2 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
psionicist's steel ring of aether (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% arcane Changes damage: +11% arcane Mental save: +6 (+2 eff.) Rings make your fingers look great! |
psionicist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Defense: +9 (+3 eff.) Changes stats: +6 Wil Mental save: +12 (+4 eff.) 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 46 Damage (Melee): 28 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 46 Damage (Ranged): 24 physical Changes stats: +8 Cun / +4 Wil Mental save: +8 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
savage's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Con Spell save: +16 (+4 eff.) Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
savior's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +33% Pinning immunity: +30% Knockback immunity: +25% Maximum life: +36.00 Rings make your fingers look great! |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +7 Cun / +10 Dex Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
titan's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +33% Life regen: +5.00 Rings make your fingers look great! |
treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +11% blight Poison immunity: +16% Disease immunity: +18% Life regen: +10.00 Maximum life: +59.00 Healing mod.: +14% Rings make your fingers look great! |
treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +11% blight Poison immunity: +18% Disease immunity: +25% Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +17 Defense: +15 (+5 eff.) 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 back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+3 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Rings make your fingers look great! |
wizard's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Mag Spell save: +12 (+3 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
wizard's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 46 Damage (Melee): 21 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 46 Damage (Ranged): 17 physical Changes stats: +6 Cun / +7 Mag Spell save: +14 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+10 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 Activation costs 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." |
voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
7 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. |
272 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. |
3 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. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Wretchnail the voratun pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% nature / +5% arcane / +6% darkness Changes resistances penetration: +15% light / +25% nature Changes damage: +18% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
10 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
ethereal alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +8 (+3 eff.) Spellpower: +11 (+2 eff.) Light radius: +6 See stealth: +13 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
68 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. |
9 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. |
7 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. |
8 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. |
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 Activation costs 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. |
amazing fiery salve [power 39] amazing fiery salve [power 39]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 186% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (39% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 39] amazing frost salve [power 39]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 186% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (39% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 574] amazing healing salve [power 574]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 186% efficiency and 99% cooldown modifier. It can be used to heal 574 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 39] amazing water salve [power 39]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 186% efficiency and 99% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (39% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. This item has been sent to the Item's Vault. |
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) Activation costs 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. |
amazing air recyclerRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
focusing dragonbone totem of healing [power 392] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 392 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
innervating dragonbone totem of healing [power 452] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 48% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
16 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. |
supercharged dragonbone wand of shielding [power 548] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 548 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
15 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. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Found the mysterious staff and told Last Hope about it.By Krog AntiMag FireVenturer the Krog Adventurer level 32
32nd Pyre 124th year of Ascendancy at 13:03 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Krog AntiMag FireVenturer the Krog Adventurer level 42
4th Regrowth 125th year of Ascendancy at 02:47 see stats
Against all odds
Killed Ukruk in the ambush.By Krog AntiMag FireVenturer the Krog Adventurer level 32
29th Pyre 124th year of Ascendancy at 03:25 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Krog AntiMag FireVenturer the Krog Adventurer level 25
3rd Haze 123rd year of Ascendancy at 11:58 see stats
Arachnophobia
Destroyed the spydric menace.By Krog AntiMag FireVenturer the Krog Adventurer level 36
47th Dusk 124th year of Ascendancy at 15:43 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Krog AntiMag FireVenturer the Krog Adventurer level 39
59th Haze 124th year of Ascendancy at 23:12 see stats
Brave new world
Went to the Far East and took part in the war.By Krog AntiMag FireVenturer the Krog Adventurer level 35
58th Pyre 124th year of Ascendancy at 05:29 see stats
Bringer of Doom
Killed a Bringer of Doom.By Krog AntiMag FireVenturer the Krog Adventurer level 46
39th Pyre 125th year of Ascendancy at 10:40 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Krog AntiMag FireVenturer the Krog Adventurer level 31
19th Pyre 124th year of Ascendancy at 04:28 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Krog AntiMag FireVenturer the Krog Adventurer level 50
36th Haze 125th year of Ascendancy at 21:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Krog AntiMag FireVenturer the Krog Adventurer level 9
20th Haze 122nd year of Ascendancy at 16:10 see stats
Destroyer of the creation
Killed Slasul.By Krog AntiMag FireVenturer the Krog Adventurer level 37
27th Haze 124th year of Ascendancy at 22:01 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Krog AntiMag FireVenturer the Krog Adventurer level 33
53rd Pyre 124th year of Ascendancy at 09:53 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Krog AntiMag FireVenturer the Krog Adventurer level 22
2nd Flare 123rd year of Ascendancy at 17:22 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Krog AntiMag FireVenturer the Krog Adventurer level 50
66th Dusk 125th year of Ascendancy at 06:08 see stats
Exterminator
Killed 1000 creatures.By Krog AntiMag FireVenturer the Krog Adventurer level 14
38th Regrowth 123rd year of Ascendancy at 04:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Krog AntiMag FireVenturer the Krog Adventurer level 27
36th Haze 123rd year of Ascendancy at 14:19 see stats
Fear me not!
Survived the Fearscape!By Krog AntiMag FireVenturer the Krog Adventurer level 23
17th Dusk 123rd year of Ascendancy at 12:10 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Krog AntiMag FireVenturer the Krog Adventurer level 50
59th Dusk 125th year of Ascendancy at 21:02 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Krog AntiMag FireVenturer the Krog Adventurer level 37
28th Haze 124th year of Ascendancy at 03:26 see stats
Guiding Hand
Saved all escorted adventurers.By Krog AntiMag FireVenturer the Krog Adventurer level 33
51st Pyre 124th year of Ascendancy at 19:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Krog AntiMag FireVenturer the Krog Adventurer level 21
66th Pyre 123rd year of Ascendancy at 04:27 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Krog AntiMag FireVenturer the Krog Adventurer level 30
1st Time of Balance 124th year of Ascendancy at 21:58 see stats
Level 10
Got a character to level 10.By Krog AntiMag FireVenturer the Krog Adventurer level 10
47th Haze 122nd year of Ascendancy at 03:07 see stats
Level 20
Got a character to level 20.By Krog AntiMag FireVenturer the Krog Adventurer level 20
41st Pyre 123rd year of Ascendancy at 19:26 see stats
Level 30
Got a character to level 30.By Krog AntiMag FireVenturer the Krog Adventurer level 30
70th Regrowth 124th year of Ascendancy at 22:42 see stats
Level 40
Got a character to level 40.By Krog AntiMag FireVenturer the Krog Adventurer level 40
72nd Haze 124th year of Ascendancy at 09:09 see stats
Level 50
Got a character to level 50.By Krog AntiMag FireVenturer the Krog Adventurer level 50
58th Dusk 125th year of Ascendancy at 07:06 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Krog AntiMag FireVenturer the Krog Adventurer level 28
62nd Haze 123rd year of Ascendancy at 15:26 see stats
Orcrist
Killed the leaders of the Orc Pride.By Krog AntiMag FireVenturer the Krog Adventurer level 50
58th Dusk 125th year of Ascendancy at 11:05 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Krog AntiMag FireVenturer the Krog Adventurer level 42
75th Regrowth 125th year of Ascendancy at 22:59 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Krog AntiMag FireVenturer the Krog Adventurer level 24
48th Dusk 123rd year of Ascendancy at 13:32 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Krog AntiMag FireVenturer the Krog Adventurer level 26
9th Haze 123rd year of Ascendancy at 10:27 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Krog AntiMag FireVenturer the Krog Adventurer level 46
40th Pyre 125th year of Ascendancy at 21:01 see stats
Size is everything
Did over 1500 damage in one attack.By Krog AntiMag FireVenturer the Krog Adventurer level 41
2nd Regrowth 125th year of Ascendancy at 03:36 see stats
Size matters
Did over 600 damage in one attack.By Krog AntiMag FireVenturer the Krog Adventurer level 22
2nd Flare 123rd year of Ascendancy at 17:22 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Krog AntiMag FireVenturer the Krog Adventurer level 34
53rd Pyre 124th year of Ascendancy at 22:20 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Krog AntiMag FireVenturer the Krog Adventurer level 50
66th Dusk 125th year of Ascendancy at 06:06 see stats
The Arena
Unlocked Arena mode.By Krog AntiMag FireVenturer the Krog Adventurer level 11
56th Haze 122nd year of Ascendancy at 00:37 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Krog AntiMag FireVenturer the Krog Adventurer level 49
58th Dusk 125th year of Ascendancy at 01:52 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Krog AntiMag FireVenturer the Krog Adventurer level 23
8th Dusk 123rd year of Ascendancy at 07:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Krog AntiMag FireVenturer the Krog Adventurer level 18
26th Pyre 123rd year of Ascendancy at 10:11 see stats
The Sun Still Shines
Aeryn survived the last battle.By Krog AntiMag FireVenturer the Krog Adventurer level 50
66th Dusk 125th year of Ascendancy at 06:08 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Krog AntiMag FireVenturer the Krog Adventurer level 36
47th Dusk 124th year of Ascendancy at 15:06 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Krog AntiMag FireVenturer the Krog Adventurer level 18
25th Pyre 123rd year of Ascendancy at 14:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Krog AntiMag FireVenturer the Krog Adventurer level 30
1st Time of Balance 124th year of Ascendancy at 21:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Krog AntiMag FireVenturer the Krog Adventurer level 23
8th Dusk 123rd year of Ascendancy at 08:42 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Krog AntiMag FireVenturer the Krog Adventurer level 31
28th Pyre 124th year of Ascendancy at 13:27 see stats
Log
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: Choker of Dread
There is an item here: alchemist's lamp of the zealot
There is an item here: Tree of Life
There is an item here: dwarven-steel torque of clear mind 'Chalikan' [power 3] (25 cooldown)
There is an item here: focusing elven-wood wand of conjuration [power 265] (15 cooldown)
There is an item here: elven-wood wand of conjuration 'Sleetglean' [power 305] (15 cooldown)
There is an item here: Camegar the dwarven-steel torque of mindblast [power 215] (15 cooldown)
There is an item here: quick voratun torque of mindblast [power 295] (12 cooldown)
There is an item here: yew totem of stinging 'Pitchrock' [power 290] (15 cooldown)
There is an item here: Glimmerwake [power 260] (15 cooldown)
There is an item here: Prox's Lucky Halfling Foot
There is an item here: Telekinetic Core
You transfer Elenelin the voratun amulet to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Glitterwreck to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...













































































































































