Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.4 |
| Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 144% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinerana the mean looking elven guard at level 27 on the 20th Regrowth 123rd year of Ascendancy at 13:57 3 / 4Killed by worm that walks at level 31 on the 62nd Regrowth 123rd year of Ascendancy at 02:15 Killed by Leri the Crusher at level 50 on the 4th Decay 123rd year of Ascendancy at 01:36 Killed by Leri the Crusher at level 50 on the 4th Decay 123rd year of Ascendancy at 05:52 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 62 (base 43) |
| Constitution | 78 (base 53) |
| Magic | 22 (base 10) |
| Willpower | 46 (base 23) |
| Cunning | 78 (base 43) |
Resources
| Life | 1696/1696 |
| Mana | 574/574 |
| Stamina | 397/397 |
| Healing Factor | 1 |
| Regeneration | 16.75 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 186 |
| Accuracy | 60 |
| Crit Chance | 81% |
| APR | 32 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.133333333333 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +13% |
| Physical | +32% |
| Arcane | +11% |
| Mind | +20% |
| All | +2% |
Offense: Damage Penetration
| Mind | +15% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 55.2 (93.924050632911%) |
| Defense | 27.6 |
| Ranged Defense | 27.6 |
| Fatigue | 21 |
| Physical Save | 61.6125 |
| Spell Save | 59.2 |
| Mental Save | 60.85 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 52%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 48% |
| Pinning Resistance | 53% |
| Poison Resistance | 15% |
| Knockback Resistance | 88% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 676 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 Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 11% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 734% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. Also while Heroism is active, you will only die when reaching -773 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the injured seer from death by white worm mass. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the injured seer from death by ghoul. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by storm drake hatchling. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost sun paladin from death by treant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 746. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour) wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Con Physical save: +17 Mental save: +17 Movement speed: +20% A pair of boots made of leather. |
| Light source | nightwalker's dwarven lantern of the sun nightwalker's dwarven lantern of the sunPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Changes stats: +5 Wil Changes resistances: +9% darkness Changes damage: +11% light Damage affinity(heal): +5% light Critical mult.: +16.00% Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.32 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | overpowered elven-wood wand of conjuration [power 607] (7/6 cooldown) overpowered elven-wood wand of conjuration [power 607] (7/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 304-607), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Belulera the stralite ring Belulera the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun Damage when the wearer hits(melee): 12 % chance of confusion / 24 insidious poison Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% mind Disarm immunity: +48% Pinning immunity: +53% Knockback immunity: +58% Hate when firing a critical mind attack: +1.00 Maximum life: +44.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| On fingers | treant's voratun ring of misery treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Cun Damage when the wearer hits(melee): 12 % chance of confusion / 30 insidious poison Changes resistances: +9% nature Physical save: +13 Poison immunity: +15% Disease immunity: +25% Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| Around waist | Zubibeth ZubibethInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil Damage when the wearer is hit: 20 mind Changes resistances penetration: +10% mind Changes damage: +9% mind / +9% arcane Mental save: +15 Maximum life: +92.00 A belt that goes around your waist. |
| In main hand | Eksatin's Ultimatum (60-90 power, 25 apr) Eksatin's Ultimatum (60-90 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% Special effect when this weapon crits: decapitate a weakened target When wielded/worn: Critical mult.: +25.00% It can be used to activate talent Perfect Strike (costing 18 power out of 30/30) : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. This gore stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
| Cloak | cashmere cloak 'Voidterror' (2 def, 0 armour) cashmere cloak 'Voidterror' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Str / +6 Con Changes resistances: +15% cold Changes resistances penetration: +5% darkness Changes damage: +18% darkness Physical save: +11 Spell save: +10 Mental save: +11 Maximum life: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Armiharalar the voratun amulet Armiharalar the voratun amuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 Fatigue: -18% Changes stats: +10 Dex / +8 Cun / +9 Con Changes resistances: +3% nature / +6% blight / +9% darkness / +3% light Changes damage: +9% mind / +10% physical Life regen: +3.50 Stamina each turn: +1.20 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Inventory
movement infusion of the sneak (1117% speed; 6 turns) movement infusion of the sneak (1117% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1117% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (734% speed; 5 turns) movement infusion of the titan (734% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 734% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 115; turns 5; dispells darkness) sun infusion of the titan (rad 6; power 115; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 57). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 115) for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure magical, physical) wild infusion (resist 19%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 19% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure physical) wild infusion of the sneak (resist 31%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 31% for 4 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 ability. |
shielding rune of the titan (absorb 355 for 4 turns) shielding rune of the titan (absorb 355 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 176) teleportation rune of the warrior (range 176)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 176 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 110) teleportation rune of the warrior (range 110)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 110 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chance of confusion Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 15 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Suntaint SuntaintInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Damage when the wearer is hit: 4 nature Changes resistances: +6% light Changes resistances penetration: +5% mind / +10% light Changes damage: +5% mind / +9% light Stamina when hit: +1.10 Mana when hit: +2.30 Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 9), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
grounding stralite amulet of murder grounding stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +17% lightning Critical mult.: +18.00% Stun/Freeze immunity: +41% Amulets can have magical properties. |
restful gold amulet of healing restful gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Cut immunity: +50% Life regen: +1.80 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 278 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing gold amulet of healing stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Cut immunity: +60% Pinning immunity: +28% Knockback immunity: +28% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets can have magical properties. |
stabilizing stralite amulet of vision stabilizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% temporal Blindness immunity: +18% Pinning immunity: +28% Knockback immunity: +25% Infravision radius: +5 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
starlit gold amulet of constitution (+4) starlit gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% darkness / +17% light Blindness immunity: +24% Amulets can have magical properties. |
starlit gold amulet of willpower (+3) starlit gold amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% darkness / +17% light Blindness immunity: +20% Amulets can have magical properties. |
starlit steel amulet of cunning (+3) starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% darkness / +10% light Blindness immunity: +24% Amulets can have magical properties. |
starlit steel amulet of willpower (+3) starlit 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: +12% darkness / +13% light Blindness immunity: +25% Amulets can have magical properties. |
starlit stralite amulet of dexterity (+4) starlit stralite amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Dex Changes resistances: +17% darkness / +10% light Blindness immunity: +36% Amulets can have magical properties. |
vitalizing stralite amulet of mastery (0.34 Technique / Combat training) vitalizing stralite amulet of mastery (0.34 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.34 Technique / Combat training Physical save: +9 Life regen: +1.10 Maximum life: +42.00 Amulets can have magical properties. |
vitalizing stralite amulet of seduction vitalizing stralite amulet of seductionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Con Changes resistances penetration: +5% mind Changes damage: +2% mind Physical save: +11 Life regen: +2.20 Stamina when hit: +1.10 Mana when hit: +2.00 Equilibrium when hit: +0.90 Psi when hit: +1.20 Hate when hit: +0.10 Maximum life: +44.00 It can be used to forces nearby enemies to attack you (rad 7), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
warrior's steel amulet of cunning (+3) warrior's steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Manydan ManydanCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 Armour penetration: +13 Defense: +21 Changes stats: +5 Cun Damage when the wearer hits(melee): 16 % chance of confusion / 32 insidious poison Changes damage: +3% arcane Mental save: +6 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum hate: +5.00 Mindpower: +6 Movement speed: +15% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 5.2 Power cost: 24 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 46% for 5 turns. Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Warcries +0.30 Technique / Shield offense +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun Damage when the wearer hits(melee): 11 % chance of confusion / 25 insidious poison Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +25% See stealth: +10 See invisible: +13 Rings can have magical properties. |
marksman's voratun ring of blinding strikes marksman's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Damage when the wearer hits(melee): 13 physical / 9 lightning / 9 % chance of confusion Damage when the wearer is hit: 9 physical / 8 lightning / 10 % chance of confusion Rings can have magical properties. |
savior's voratun ring of corrosion (+32%) savior's voratun ring of corrosion (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% acid Changes damage: +16% acid Physical save: +8 Spell save: +9 Mental save: +11 Rings can have magical properties. |
solipsist's voratun ring of darkness (+20%) solipsist's voratun ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mindpower: +9 Rings can have magical properties. |
stralite ring of blinding strikes stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 physical / 8 lightning / 11 % chance of confusion Damage when the wearer is hit: 10 physical / 8 lightning / 7 % chance of confusion Rings can have magical properties. |
treant's voratun ring of corrosion (+9%) treant's voratun ring of corrosion (+9%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% nature / +30% acid Changes damage: +15% acid Physical save: +14 Poison immunity: +11% Disease immunity: +21% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 159.74 fire damage, and flames will be left dealing a further 37.15 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 physical bleed / +50 acid When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
voratun battleaxe 'Charrock' (75-112.5 power, 4 apr) voratun battleaxe 'Charrock' (75-112.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.0 - 112.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +70 crippling poison When wielded/worn: Armour penetration: +18 Changes stats: +2 Wil Damage when the wearer hits(melee): 2 fire Changes resistances penetration: +18% physical / +18% mind / +18% darkness Changes damage: +18% physical / +9% fire / +9% blight / +9% mind Critical mult.: +10.00% Spell save: +3 Spellpower: +4 Massive two-handed battleaxes. |
Brodevor the voratun greatmaul (85.5-128.25 power, 4 apr) Brodevor the voratun greatmaul (85.5-128.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Armour penetration: +14 Defense: +18 Changes resistances: +5% arcane / +6% darkness / +3% blight Changes resistances penetration: +16% physical Changes damage: +15% physical Disease immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +5% New effects duration reduction after a teleport: +10% Massive two-handed maul. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 It can be used to activate talent Unstoppable (costing 36 power out of 60/60) : Effective talent level: 1.2 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: You enter a battle frenzy for 3 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1. At the end of the frenzy, you regain 4% of your health per foe slain during the frenzy. A blood-etched greatsword, it has seen many foes. From the inside. |
Lightninglash LightninglashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer is hit: 16 lightning Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
Eclipsebender (3 def, 0 armour) Eclipsebender (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Wil Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 16 darkness / 16 blight Changes damage: +9% blight Mental save: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earyroddatar the pair of dwarven-steel boots (0 def, 4 armour) Earyroddatar the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +3% physical Maximum encumbrance: +10 Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum stamina: +26.00 Healing mod.: +5% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour) dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Armour: +5 Fatigue: +5% Changes resistances penetration: +9% physical Physical save: +12 Spell save: +9 Mental save: +6 A pair of boots made of leather. |
dreamer's pair of voratun boots of evasion (21 def, 5 armour) dreamer's pair of voratun boots of evasion (21 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 Fatigue: +4% Physical save: +11 Spell save: +14 Mental save: +9 It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 36 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of dwarven-steel boots of massiveness (0 def, 9 armour) reinforced pair of dwarven-steel boots of massiveness (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +6 Str / +4 Con Changes resistances: +7% fire / +10% cold / +8% lightning / +8% acid Changes damage: +7% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Maximum encumbrance: +26 Physical save: +7 Stamina each turn: +0.50 Maximum stamina: +20.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of evasion (12 def, 3 armour) wanderer's pair of hardened leather boots of evasion (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +17 Mental save: +14 It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 21 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Durezor the voratun gauntlets (0 def, 3 armour) Durezor the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Changes stats: +3 Str Physical save: +10 Mental save: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
Koruregochak the Duathelimmortal (0 def, 9 armour) Koruregochak the Duathelimmortal (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Changes stats: +4 Str / +2 Dex / +2 Cun / +3 Con Damage when the wearer hits(melee): 8 physical Changes resistances: +3% nature / +3% darkness Changes damage: +5% physical Talent cooldown: Double Strike (-1 turn) Physical save: +27 Spell save: +5 Mental save: +5 It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of regeneration (0 def, 3 armour) steady drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour: +3 Physical save: +7 Mental save: +9 Life regen: +3.00 Stamina each turn: +0.40 Psi each turn: +0.18 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed drakeskin leather cap of knowledge (0 def, 5 armour) bladed drakeskin leather cap of knowledge (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Wil / +5 Cun Damage when the wearer is hit: 8 physical Mindpower: +6 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 656.16 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour) bladed hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Con Damage when the wearer is hit: 7 physical It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 656.16 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
bladed voratun helm of the depths (0 def, 5 armour) bladed voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str Damage when the wearer is hit: 7 physical Changes resistances: +16% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 656.16 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold / +6% lightning / +6% temporal Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing stralite plate armour of command (16 def, 22 armour) searing stralite plate armour of command (16 def, 22 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +16 Fatigue: +26% Changes stats: +5 Cun Damage when the wearer hits(melee): 11 fire / 13 acid Damage when the wearer is hit: 12 fire / 12 acid Changes resistances: +16% fire / +23% acid Mental save: +18 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 Changes stats: +5 Wil / +5 Mag Damage when the wearer is hit: 10 darkness Changes resistances: -10% light / +30% blight / +30% darkness / -10% fire Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
294 alchemist agate 294 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
20 aquamarine 20 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
12 opal 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 Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tempestglamour (dig speed 22 turns) Tempestglamour (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +4 Str Damage when the wearer hits(melee): 2 lightning Changes resistances: +6% blight Changes damage: +3% lightning / +6% blight When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 3.9 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Eilinalrathra' (dig speed 31 turns) dwarven-steel pickaxe 'Eilinalrathra' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Str Damage when the wearer hits(melee): 4 acid Changes resistances: +3% nature Changes damage: +3% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 emerald 11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Bregosta the alchemist's lamp Bregosta the alchemist's lampInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 31 leaves Damage when the wearer is hit: 8 mind / 38 leaves Changes resistances: +14% mind / +6% blight / +14% fire Changes resistances penetration: +15% mind / +5% blight Changes damage: +3% blight Mental save: +9 Light radius: +3 See stealth: +12 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Duveleg the alchemist's lamp Duveleg the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 4 temporal Changes resistances: +3% blight Changes damage: +8% mind / +9% temporal Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 11.60 cold damage and 15.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 Spell save: +6 Mental save: +6 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.32 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of health piercing dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Changes resistances penetration: +10% all Maximum life: +65.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching alchemist's lamp of the moons scorching alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 18 fire Changes resistances: +7% fire / +7% light Changes damage: +5% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 90.57 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of the sun scorching brass lantern of the sunPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Changes resistances: +6% darkness / +6% fire Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +3 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.32 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of clarity survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 Mental save: +7 Light radius: +3 See stealth: +7 See invisible: +11 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 24 power out of 40/40) : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
31 alchemist bloodstone 31 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
7 garnet 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% Gems can be sold for money or used in arcane rituals. |
14 ruby 14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
stralite torque of psychoportation [power 40] (7/18 cooldown) stralite torque of psychoportation [power 40] (7/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 40), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Bethorabeth the yew totem of thorny skin [power 43] (7/12 cooldown) Bethorabeth the yew totem of thorny skin [power 43] (7/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Critical mult.: +10.00% Vim when firing critical spell: +1.00 Spell crit. chance: +1% It can be used to harden the skin for 6 turns increasing armour by 43 and armour hardiness by 50%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
Bilepyre [power 2] (7/12 cooldown) Bilepyre [power 2] (7/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 nature Changes resistances: +3% darkness / +6% blight Maximum wards: +4 nature / +3 acid / +3 light Changes damage: +6% nature Talent granted: +1 Ward Spell save: +12 It can be used to remove up to 2 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of cure illness [power 4] (7/12 cooldown) rushing dragonbone totem of cure illness [power 4] (7/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +3 Rushing Claws It can be used to remove up to 4 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
17 amethyst 17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
elven-wood wand of conjuration [power 349] (7/4 cooldown) elven-wood wand of conjuration [power 349] (7/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 174-349), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of firewall [power 237] (7/4 cooldown) elven-wood wand of firewall [power 237] (7/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 237 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of trap destruction [power 90] (7/14 cooldown) overpowered yew wand of trap destruction [power 90] (7/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to try to disarm traps in a line (disarm power 90), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick dragonbone wand of illumination [power 10] (7/3 cooldown) quick dragonbone wand of illumination [power 10] (7/3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to light the area around you (rad 10), placing all other charms into a 3 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of illumination [power 7] (7/3 cooldown) quick elven-wood wand of illumination [power 7] (7/3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to light the area around you (rad 7), placing all other charms into a 3 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of detection [power 8] (7/9 cooldown) volcanic yew wand of detection [power 8] (7/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Volcano It can be used to detect the presence of creatures around you (rad 8), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 18 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. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Dinmar the Cornac Berserker level 33
70th Regrowth 123rd year of Ascendancy at 03:31 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dinmar the Cornac Berserker level 44
14th Haze 123rd year of Ascendancy at 19:47 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dinmar the Cornac Berserker level 37
5th Dusk 123rd year of Ascendancy at 04:37 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Dinmar the Cornac Berserker level 42
5th Haze 123rd year of Ascendancy at 04:23 see stats
Brave new world
Went to the Far East and took part in the war.By Dinmar the Cornac Berserker level 35
23rd Pyre 123rd year of Ascendancy at 08:16 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Dinmar the Cornac Berserker level 39
47th Dusk 123rd year of Ascendancy at 20:52 see stats
Clone War
Destroyed your own Shade.By Dinmar the Cornac Berserker level 47
45th Haze 123rd year of Ascendancy at 02:28 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dinmar the Cornac Berserker level 22
3rd Decay 122nd year of Ascendancy at 01:24 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Dinmar the Cornac Berserker level 47
46th Haze 123rd year of Ascendancy at 05:59 see stats
Destroyer of the creation
Killed Slasul.By Dinmar the Cornac Berserker level 42
11st Haze 123rd year of Ascendancy at 06:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dinmar the Cornac Berserker level 34
10th Pyre 123rd year of Ascendancy at 03:21 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Dinmar the Cornac Berserker level 40
57th Dusk 123rd year of Ascendancy at 05:10 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Dinmar the Cornac Berserker level 46
36th Haze 123rd year of Ascendancy at 02:59 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Dinmar the Cornac Berserker level 25
4th Regrowth 123rd year of Ascendancy at 10:08 see stats
Exterminator
Killed 1000 creatures.By Dinmar the Cornac Berserker level 18
41st Haze 122nd year of Ascendancy at 15:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dinmar the Cornac Berserker level 21
73rd Haze 122nd year of Ascendancy at 02:48 see stats
Fear me not!
Survived the Fearscape!By Dinmar the Cornac Berserker level 36
1st Summertide 123rd year of Ascendancy at 11:46 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Dinmar the Cornac Berserker level 43
11st Haze 123rd year of Ascendancy at 16:19 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Dinmar the Cornac Berserker level 36
1st Summertide 123rd year of Ascendancy at 15:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dinmar the Cornac Berserker level 20
53rd Haze 122nd year of Ascendancy at 21:09 see stats
Level 10
Got a character to level 10.By Dinmar the Cornac Berserker level 10
10th Mirth 122nd year of Ascendancy at 12:23 see stats
Level 20
Got a character to level 20.By Dinmar the Cornac Berserker level 20
52nd Haze 122nd year of Ascendancy at 08:34 see stats
Level 30
Got a character to level 30.By Dinmar the Cornac Berserker level 30
45th Regrowth 123rd year of Ascendancy at 10:32 see stats
Level 40
Got a character to level 40.By Dinmar the Cornac Berserker level 40
56th Dusk 123rd year of Ascendancy at 12:36 see stats
Level 50
Got a character to level 50.By Dinmar the Cornac Berserker level 50
53rd Haze 123rd year of Ascendancy at 21:34 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Dinmar the Cornac Berserker level 28
33rd Regrowth 123rd year of Ascendancy at 11:23 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Dinmar the Cornac Berserker level 23
10th Decay 122nd year of Ascendancy at 19:48 see stats
Orcrist
Killed the leaders of the Orc Pride.By Dinmar the Cornac Berserker level 49
53rd Haze 123rd year of Ascendancy at 21:34 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dinmar the Cornac Berserker level 45
24th Haze 123rd year of Ascendancy at 23:38 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dinmar the Cornac Berserker level 16
25th Dusk 122nd year of Ascendancy at 11:42 see stats
Santassacre!
Killed the little helper elves after saving them!By Dinmar the Cornac Berserker level 23
10th Decay 122nd year of Ascendancy at 20:28 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dinmar the Cornac Berserker level 28
22nd Regrowth 123rd year of Ascendancy at 13:00 see stats
Size is everything
Did over 1500 damage in one attack.By Dinmar the Cornac Berserker level 30
46th Regrowth 123rd year of Ascendancy at 00:08 see stats
Size matters
Did over 600 damage in one attack.By Dinmar the Cornac Berserker level 25
4th Regrowth 123rd year of Ascendancy at 11:44 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dinmar the Cornac Berserker level 35
10th Pyre 123rd year of Ascendancy at 04:44 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Dinmar the Cornac Berserker level 50
72nd Haze 123rd year of Ascendancy at 16:02 see stats
That was close
Killed your target while having only 1 life left.By Dinmar the Cornac Berserker level 46
35th Haze 123rd year of Ascendancy at 08:06 see stats
The Arena
Unlocked Arena mode.By Dinmar the Cornac Berserker level 8
3rd Mirth 122nd year of Ascendancy at 17:02 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dinmar the Cornac Berserker level 46
36th Haze 123rd year of Ascendancy at 13:00 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dinmar the Cornac Berserker level 16
38th Dusk 122nd year of Ascendancy at 16:15 see stats
The bigger the better!
Did over 3000 damage in one attack.By Dinmar the Cornac Berserker level 46
34th Haze 123rd year of Ascendancy at 22:04 see stats
The secret city
Discovered the truth about mages.By Dinmar the Cornac Berserker level 13
13rd Dusk 122nd year of Ascendancy at 20:25 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Dinmar the Cornac Berserker level 37
20th Dusk 123rd year of Ascendancy at 06:57 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Dinmar the Cornac Berserker level 16
37th Dusk 122nd year of Ascendancy at 18:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dinmar the Cornac Berserker level 31
63rd Regrowth 123rd year of Ascendancy at 18:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dinmar the Cornac Berserker level 20
61st Haze 122nd year of Ascendancy at 00:44 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dinmar the Cornac Berserker level 32
66th Regrowth 123rd year of Ascendancy at 06:14 see stats
Log
Dinmar performs a melee critical strike against Leri the Crusher!
Leri the Crusher seems more focused.
Leri the Crusher hits Dinmar for 67 fire damage.
Dinmar hits Leri the Crusher for 650 physical, 4 nature (655 total damage).
Lava floor heals Leri the Crusher!
Leri the Crusher casts Bone Grab.
Dinmar resists the bone!
Talent Daunting Presence is ready to use.
Talent Massive Blow is ready to use.
Insidious Poison from Dinmar hits Leri the Crusher for 4 nature damage.
Deep Wound from Dinmar hits Leri the Crusher for 107 physical damage.
Leri the Crusher hits Dinmar for 206 physical, 17 blight (223 total damage).
Leri the Crusher receives 12 healing.
Leri the Crusher is no longer poisoned.
Leri the Crusher's cleansing fire area effect hits Dinmar for 96 fire damage.
Leri the Crusher's cleansing fire area effect hits Leri the Crusher for 2 fire damage.
Leri the Crusher deactivates Fearscape.
Lava floor burns Dinmar!
Leri the Crusher hits Dinmar for 298 fire damage.
Dinmar the level 50 cornac berserker was combusted to death by Leri the Crusher on level 1 of Fearscape.
You are brought back from the Fearscape!
You have 3 life(s) left.
Dinmar deactivates Precise Strikes.
Dinmar no longer revels in blood quite so much.
Dinmar deactivates Berserker.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Leri the Crusher killed Dinmar!
Saving done.
