Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Marauder |
Level / Exp | 38 / 59% |
Size | big |
Lifes / Deaths | Killed by Xyth the skeleton warrior at level 37 on the 7th Steel 123rd year of Ascendancy at 06:15 5 / 2Killed by The Master at level 37 on the 8th Steel 123rd year of Ascendancy at 13:39 |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 63 (base 60) |
Constitution | 21 (base 10) |
Magic | 8 (base 10) |
Willpower | 24 (base 10) |
Cunning | 47 (base 33) |
Resources
Life | 1056/1056 |
Psi | 104/104 |
Stamina | 246/246 |
Equilibrium | 0 |
Healing Factor | 1.434804467222 |
Regeneration | 36.228812797355 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +74% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.659795546394 |
See Invisible | 36.659795546394 |
Offense: Mainhand
Damage | 107 |
Accuracy | 63 |
Crit Chance | 23% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 86 |
Accuracy | 63 |
Crit Chance | 30% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +12% |
Nature | +14% |
Physical | +52% |
Cold | +27% |
All | +2% |
Offense: Damage Penetration
Acid | +15% |
Blight | +10% |
Arcane | +20% |
Cold | +16% |
All | 0% |
Lightning | +18% |
Physical | +30% |
Fire | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 37 (69.687909656376%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Acid | + 80%( 80%) |
Lightning | + 6%( 70%) |
Light | + 30%( 70%) |
Mind | + 3%( 70%) |
Blight | + 3%( 70%) |
Physical | + 57%( 75%) |
Fire | + 70%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 26% |
Confusion Resistance | 73% |
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Skate |
talent | Numbing Poison |
talent | Insidious Poison |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 122 - 171 Accuracy: 78 (knife) APR: 27 Crit Chance: +33% Crit mult: 189% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 27 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Isarin the large white snake. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 439. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed bloated horror heart. * You've found the needed black mamba head. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed storm wyrm claw. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +26% Confusion immunity: +28% Stun/Freeze immunity: +24% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Glenor (10 def, 8 armour) Glenor (10 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +10 (+3 eff.) Fatigue: +4% Changes resistances penetration: +15% physical Changes damage: +6% acid / +18% physical Only die when reaching: -60.00 life Maximum stamina: +30.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | cleansing dwarven-steel torque of psionic shield [power 67] (21 cooldown) cleansing dwarven-steel torque of psionic shield [power 67] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Strikerip the stralite ring Strikerip the stralite ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning / +27% physical / +3% blight Changes resistances penetration: +10% blight Changes damage: +27% physical Life regen: +13.00 Maximum life: +71.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +12.00 Maximum life: +62.00 Healing mod.: +10% Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | Taneg (32-41 power, 9 apr) Taneg (32-41 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 20 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +10 mind Damage (radius 2) on crit: +19 lightning / +22 cold When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +18% lightning / +16% cold / +20% arcane Spellpower: +10 (+6 eff.) Spell crit. chance: +3% Movement speed: +29% Damage Shield penetration: +20% Sharp, short and deadly. |
Around waist | rough leather belt 'Cobrafury' rough leather belt 'Cobrafury'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +1 Wil Changes resistances penetration: +5% nature / +5% fire Changes damage: +12% nature Spell save: +6 (+3 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | Berolathagorn the linen cloak (6 def, 0 armour) Berolathagorn the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +20 (+5 eff.) Defense: +6 (+2 eff.) Changes stats: +2 Str / +2 Con Physical save: +3 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aruregolar the drakeskin leather armour (20 def, 8 armour) Aruregolar the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 30 acid / 39 fire Damage when hit (Melee): 26 acid / 23 fire / 10 mind Changes resistances: +79% acid / +76% fire / +3% mind A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 139; cd 13) healing infusion of the sneak (heal 139; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 62; cd 10) healing infusion of the wizard (heal 62; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 608%; cd 11) movement infusion of the duelist (speed 608%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 475%; cd 9) movement infusion of the titan (speed 475%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
regeneration infusion of the duelist (heal 540; 17 cd) regeneration infusion of the duelist (heal 540; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 434; 15 cd) regeneration infusion of the sneak (heal 434; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 4; cd 10) wild infusion (res 16%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 2; cd 10) wild infusion (res 16%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; magical; dur 3; cd 13) wild infusion of the duelist (res 31%; magical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 29%; magical; dur 4; cd 16) wild infusion of the warrior (res 29%; magical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; physical; dur 4; cd 15) wild infusion of the wizard (res 18%; physical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 234; dur 4; cd 22) acid wave rune of the sneak (damage 234; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 234.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 46; dur 4; cd 19) biting gale rune (damage 46; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 45.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 132; dur 4; cd 15) biting gale rune of the psychic (damage 132; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 131.83 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 5; phase 20; cd 13) blink rune of the duelist (range 5; phase 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 19; cd 13) blink rune of the duelist (range 6; phase 19; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 6; phase 23; cd 12) blink rune of the warrior (range 6; phase 23; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 11; cd 19) blink rune of the wizard (range 5; phase 11; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 24; resist 36%; move 40%; dur 5; cd 17) ethereal rune of the warrior (power 24; resist 36%; move 40%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 36% all resistance, you move 40% faster, and you are invisible (power 24). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 14) shatter afflictions rune (absorb 20; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 53; cd 20) shatter afflictions rune of the psychic (absorb 53; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 48; cd 13) shatter afflictions rune of the titan (absorb 48; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
shielding rune of the warrior (absorb 368; dur 4; cd 18) shielding rune of the warrior (absorb 368; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 290; dur 5; cd 17) shielding rune of the warrior (absorb 290; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 290 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 17; blocks 4; dur 4; cd 13) stormshield rune of the psychic (threshold 17; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 4 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 11; blocks 4; dur 4; cd 15) stormshield rune of the titan (threshold 11; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 11 up to 4 times. 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 spell talent. |
stormshield rune of the wizard (threshold 32; blocks 3; dur 4; cd 15) stormshield rune of the wizard (threshold 32; blocks 3; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 3 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Elyda ElydaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +8 Changes stats: +5 Con Changes resistances: +6% acid / +6% cold / +12% nature / +6% darkness Knockback immunity: +20% Amulets make your neck look great! |
Halygund HalygundInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Defense: +30 (+8 eff.) Changes stats: +2 Cun / +5 Dex Stamina each turn: +1.00 Amulets make your neck look great! |
Kilnrace the steel amulet Kilnrace the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 21% Damage when hit (Melee): 4 cold Changes resistances: +12% fire / +16% light / +15% darkness Changes resistances penetration: +20% cold Changes damage: +12% fire Blindness immunity: +26% Amulets make your neck look great! |
Layegana the steel amulet Layegana the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% mind Changes damage: +9% blight Confusion immunity: +27% Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Nerytta NeryttaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +30 (+8 eff.) Changes resistances: +5% arcane Changes damage: +7% physical Physical save: +15 (+8 eff.) Knockback immunity: +20% Maximum life: +100.00 Combat speed: +10% Healing mod.: +20% Amulets make your neck look great! |
clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Cut immunity: +50% Confusion immunity: +22% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 3.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Emodhemikira' copper amulet 'Emodhemikira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +1 Physical power: +10 (+2 eff.) Defense: +15 (+4 eff.) Changes stats: +3 Dex Only die when reaching: -60.00 life Amulets make your neck look great! |
copper amulet 'Satyrdare' copper amulet 'Satyrdare'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex / +3 Mag Changes resistances: +3% nature Amulets make your neck look great! |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
insulating copper amulet of mastery (0.11 Technique / Mobility) insulating copper amulet of mastery (0.11 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +11% cold Talent mastery: +0.11 Technique / Mobility Amulets make your neck look great! |
restful steel amulet of mastery (0.11 Technique / Duelist) restful steel amulet of mastery (0.11 Technique / Duelist)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Talent mastery: +0.11 Technique / Duelist Life regen: +3.00 Amulets make your neck look great! |
stabilizing copper amulet of healing stabilizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +50% Pinning immunity: +21% Knockback immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 1.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 154 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2) stabilizing steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.10 Technique / Conditioning) stabilizing steel amulet of mastery (0.10 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Talent mastery: +0.10 Technique / Conditioning Pinning immunity: +25% Knockback immunity: +24% Amulets make your neck look great! |
stabilizing steel amulet of murder stabilizing steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Changes resistances: +10% temporal Critical mult.: +14.00% Pinning immunity: +24% Knockback immunity: +23% Amulets make your neck look great! |
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: +17% temporal Blindness immunity: +22% Pinning immunity: +35% Knockback immunity: +43% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
steel amulet 'Bearoddabar' steel amulet 'Bearoddabar'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +1 Dex / +3 Mag / +3 Wil / +2 Con Changes resistances: +5% arcane Mental save: +8 (+4 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
steel amulet of perfection (0.16 Cunning / Poisons,0.16 Technique / Mobility) steel amulet of perfection (0.16 Cunning / Poisons,0.16 Technique / Mobility)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.16 Cunning / Poisons +0.16 Technique / Mobility Amulets make your neck look great! |
steel amulet of the eclipse steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 6% chance to blind Changes damage: +6% light / +7% darkness Amulets make your neck look great! |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Barkwar BarkwarInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 19 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 20 Damage (Ranged): 9 physical Changes stats: +4 Cun Changes resistances: +28% acid / +11% nature / +8% blight Changes resistances penetration: +10% nature / +10% mind Changes damage: +14% acid Poison immunity: +15% Disease immunity: +16% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +15 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Brandzephyr the steel ring Brandzephyr the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +6% fire Changes resistances penetration: +5% physical Changes damage: +12% fire Mental save: +7 (+3 eff.) Confusion immunity: +31% Stamina each turn: +3.00 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Flashspawn FlashspawnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +1 Mag Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Gilidan the Barkpride Gilidan the BarkprideInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 8 darkness / 4 nature Changes resistances: +22% lightning Changes resistances penetration: +25% lightning Changes damage: +17% lightning Rings make your fingers look great! |
Medurion the gold ring Medurion the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +8 Mag / +9 Cun / +1 Con Physical save: +15 (+8 eff.) Spell save: +7 (+4 eff.) Mental save: +10 (+5 eff.) Spellpower: +15 (+8 eff.) Rings make your fingers look great! |
Salabeth the steel ring Salabeth the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +28% light Changes resistances penetration: +25% arcane / +10% blight Changes damage: +14% light Critical mult.: +10.00% Spell save: +18 (+9 eff.) Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Rings make your fingers look great! |
Samudur the gold ring Samudur the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 13% chance to reduce all saves and defense by 20 Damage (Melee): 19 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 20 Damage (Ranged): 20 physical Changes stats: +6 Cun Changes resistances: +6% light / +18% darkness Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 Maximum life: +40.00 Maximum hate: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
Stormslicer StormslicerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +8 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +5 Dex / +2 Mag Changes resistances penetration: +15% lightning / +5% acid Changes damage: +6% lightning / +12% light / +3% acid Spellpower: +6 (+4 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.56 cold and 16.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper citrine ring copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 6 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 20 Damage (Ranged): 7 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
copper citrine ring copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 3.9 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
gladiator's gold ring of fire (+26%) gladiator's gold ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +26% fire Changes damage: +13% fire Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Mag Stun/Freeze immunity: +30% Spellpower: +10 (+6 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +12% acid / +3% darkness / +3% cold / +9% nature / +30% light Changes damage: +15% light Physical save: +6 (+3 eff.) Silence immunity: +32% Stun/Freeze immunity: +30% Mana each turn: +0.12 Mindpower: +10 (+5 eff.) Healing mod.: +15% Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +31% Maximum life: +22.00 Rings make your fingers look great! |
painweaver's gold ring of fire (+24%) painweaver's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +24% fire Changes damage: +12% fire / +6% all Spellpower: +11 (+6 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 20 Damage (Ranged): 11 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
stralite quartz ring stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +72.00 Healing mod.: +14% Rings make your fingers look great! |
stralite quartz ring stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% acid / +14% fire / +18% lightning / +18% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! |
warrior's gold ring of power warrior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +7 (+4 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
warrior's stralite ring of luminosity warrior's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Damage (Melee): 16 light Damage (Ranged): 26 light Changes stats: +4 Str / +1 Mag Changes damage: +15% light Rings make your fingers look great! |
Baryrin the Oakraider (36-47 power, 9 apr) Baryrin the Oakraider (36-47 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to slow global speed by 46% * 14% chance to reduce strength, dexterity, and constitution by 11 Damage (Melee): +12 blight Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +20 lightning / +35 cold When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances penetration: +18% lightning / +8% cold / +25% nature Disease immunity: +33% Disarm immunity: +50% Movement speed: +39% Sharp, short and deadly. |
Emuthra the Blasthunt (12-16 power, 6 apr) Emuthra the Blasthunt (12-16 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 darkness / +12 lightning Damage (radius 2) on crit: +4 darkness Damage against: +8% Living When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +10% darkness Changes damage: +6% lightning Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced stralite dagger of evisceration (27-35 power, 9 apr) balanced stralite dagger of evisceration (27-35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Physical power: +12 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +24% Sharp, short and deadly. |
stralite dagger of torment (28-37 power, 9 apr) stralite dagger of torment (28-37 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+11 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 818 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Xanyta XanytaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Str / +2 Con Changes resistances: +3% mind Mental save: +6 (+3 eff.) Life regen: +4.00 Maximum life: +20.00 Maximum stamina: +10.00 Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Xitta the rough leather belt Xitta the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight Silence immunity: +20% Maximum life: +32.00 A belt that goes around your waist. |
drakeskin leather belt 'Oaksmasher' drakeskin leather belt 'Oaksmasher'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +7 Mag Changes resistances: +15% acid / +15% light / +14% darkness / +9% nature Critical mult.: +11.00% Mana each turn: +0.36 Maximum mana: +60.00 A belt that goes around your waist. |
hardened leather belt 'Vorena' hardened leather belt 'Vorena'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +3 Mag / +3 Wil / +4 Con Changes resistances penetration: +10% mind Critical mult.: +10.00% Stealth bonus: +11 A belt that goes around your waist. |
hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
monstrous hardened leather belt of dampening monstrous hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
reinforced hardened leather belt of transcendence reinforced hardened leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Physical save: +23 (+11 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife spiritwalker's hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% blight Mana each turn: +0.25 Maximum mana: +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Gunekalthorafang the Galedare (1 def, 0 armour) Gunekalthorafang the Galedare (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +1% physical Changes resistances penetration: +10% physical Changes damage: +15% lightning / +9% physical / +3% light Mental save: +6 (+3 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huradur the linen cloak (1 def, 0 armour) Huradur the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Dex / +2 Wil Changes resistances: +3% blight / +11% temporal / +10% darkness Light radius: +3 See invisible: +3 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayulaith the Stormslicer (1 def, 6 armour) Mayulaith the Stormslicer (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 blight Changes resistances: +11% cold Changes damage: +3% arcane / +3% lightning Critical mult.: +10.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazemaster' (1 def, 6 armour) linen cloak 'Blazemaster' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% nature / +11% cold Changes resistances penetration: +5% light / +15% physical Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Yvoriawen (0 def, 4 armour) Yvoriawen (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +3 Mag Maximum encumbrance: +28 Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Equilibrium when hit: +0.28 Vim when firing critical spell: +2.00 Maximum hate: +4.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of speed (0 def, 3 armour) pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Movement speed: +25% A pair of boots made of leather. |
pair of rough leather boots 'Eremydulin' (0 def, 1 armour) pair of rough leather boots 'Eremydulin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Changes resistances: +6% darkness Changes resistances penetration: +15% mind / +15% physical Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of void walking (0 def, 3 armour) undeterred pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +10% darkness / +15% temporal Changes resistances penetration: +13% darkness / +13% temporal Silence immunity: +28% Confusion immunity: +25% Stun/Freeze immunity: +25% Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Hathukalthodas the hardened leather gloves (0 def, 2 armour) Hathukalthodas the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Dex Changes resistances: +5% arcane / +15% blight Reduces incoming crit damage: 5.00% Silence immunity: +20% Teleport immunity: +10% Life regen: +6.00 Stamina each turn: +1.40 Maximum stamina: +26.00 When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Glacierire' (0 def, 2 armour) hardened leather gloves 'Glacierire' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 light / 7 arcane Changes stats: +4 Mag / +5 Wil / +2 Con Changes resistances: +3% blight / +8% light / +6% arcane Changes resistances penetration: +10% blight Changes damage: +6% blight / +6% cold / +5% light / +6% arcane Physical save: +18 (+9 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +23% Spellpower: +6 (+4 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +7 arcane / +10 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar voratun gauntlets of the iron hand (0 def, 3 armour) polar voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 10 cold Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +7% cold Changes damage: +8% cold Talent mastery: +0.20 Technique / Grappling Disarm immunity: +31% When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +7 ice Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of war-making (0 def, 2 armour) psychic's dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Fatigue: +3% Damage (Melee): 10 mind Changes resistances: +7% mind Changes damage: +5% mind Critical mult.: +10.00% Spell crit. chance: +7% Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +8 mind Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of dexterity (+3) (0 def, 3 armour) restful voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Dex Life regen: +11.00 Stamina each turn: +0.70 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
sand drakeskin leather gloves of regeneration (0 def, 10 armour) sand drakeskin leather gloves of regeneration (0 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +10 Damage (Melee): 9 physical Changes damage: +3% physical Life regen: +5.20 Stamina each turn: +0.30 Psi each turn: +0.15 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Veletta' (0 def, 3 armour) voratun gauntlets 'Veletta' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 11 blight Changes stats: +3 Mag Changes resistances: +8% blight Changes damage: +6% blight / +8% arcane Physical save: +6 (+3 eff.) Mana each turn: +0.25 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +30 arcane Damage (radius 2) on crit: +14 blight / +12 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Anymas (0 def, 4 armour) Anymas (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +4 Fatigue: +4% Changes stats: +12 Lck / +5 Dex Changes resistances: +9% lightning / +9% fire / +9% light Spell crit. chance: +4% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Kehor the Coalfurnace (2 def, 8 armour) Kehor the Coalfurnace (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +5 Con Changes resistances: +19% lightning Changes resistances penetration: +25% darkness Changes damage: +13% lightning A pointy cloth hat, very wizardly... |
Radhorig the rough leather cap (0 def, 9 armour) Radhorig the rough leather cap (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +1% Changes stats: +3 Str / +2 Dex / +7 Con Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.00% Stamina each turn: +2.00 A cap made of leather. |
bladed rough leather cap of strength (+5) (0 def, 1 armour) bladed rough leather cap of strength (+5) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 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 383.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +8% cold Allows you to breathe in: water A cap made of leather. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
669 alchemist agate 669 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Thunderripper the dwarven-steel pickaxe (dig speed 8 turns) Thunderripper the dwarven-steel pickaxe (dig speed 8 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Str Changes resistances: +6% fire / +12% nature / +12% cold Changes damage: +12% lightning / +8% fire / +8% nature / +9% mind Mental save: +8 (+4 eff.) Maximum life: +28.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 Activation costs 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +28% Confusion immunity: +13% Maximum life: +46.00 Light radius: +8 See stealth: +10 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 33 cooldown : Effective talent level: 5.2 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 80.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 349/400. 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Radiancepython [power 230] (13 cooldown) Radiancepython [power 230] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +18% light Changes resistances penetration: +5% fire It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 350 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 13% for 2 turns. * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of mindblast [power 235] (13 cooldown) cleansing dwarven-steel torque of mindblast [power 235] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (21 cooldown) steel torque of clear mind [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Gloroth the Plaguestriker [power 458] (13 cooldown) Gloroth the Plaguestriker [power 458] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +9% mind Changes damage: +21% nature / +30% mind It can be used to sting an enemy dealing 522 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 170] (13 cooldown) extending ash totem of healing [power 170] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Geleta the ash wand of clairvoyance [power 10] (13 cooldown) Geleta the ash wand of clairvoyance [power 10] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +3 (+1 eff.) Psi when hit: +0.04 It can be used to reveal the area around you, dispelling darkness (radius 10, power 33 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 12% for 2 turns. * Gain a 12% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Iceglory' [power 590] (25 cooldown) elven-wood wand of shielding 'Iceglory' [power 590] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +15% arcane Changes damage: +6% cold It can be used to create a shield absorbing up to 590 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of lightning storm [power 290] (13 cooldown) soothing elven-wood wand of lightning storm [power 290] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 140] (21 cooldown) supercharged elm wand of shielding [power 140] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Corcoran the Dwarf Marauder level 38
9th Steel 123rd year of Ascendancy at 03:50 see stats
By Corcoran the Dwarf Marauder level 23
30th Wealth 122nd year of Ascendancy at 10:31 see stats
By Corcoran the Dwarf Marauder level 33
26th Loss 122nd year of Ascendancy at 07:16 see stats
By Corcoran the Dwarf Marauder level 33
23rd Shortage 122nd year of Ascendancy at 00:33 see stats
By Corcoran the Dwarf Marauder level 22
21st Wealth 122nd year of Ascendancy at 07:06 see stats
By Corcoran the Dwarf Marauder level 34
25th Iron 123rd year of Ascendancy at 15:44 see stats
By Corcoran the Dwarf Marauder level 37
7th Steel 123rd year of Ascendancy at 00:55 see stats
By Corcoran the Dwarf Marauder level 30
2nd Loss 122nd year of Ascendancy at 04:27 see stats
By Corcoran the Dwarf Marauder level 10
31st Voratun 122nd year of Ascendancy at 18:56 see stats
By Corcoran the Dwarf Marauder level 20
39th Profit 122nd year of Ascendancy at 18:46 see stats
By Corcoran the Dwarf Marauder level 30
39th Dearth 122nd year of Ascendancy at 06:23 see stats
By Corcoran the Dwarf Marauder level 22
21st Wealth 122nd year of Ascendancy at 13:26 see stats
By Corcoran the Dwarf Marauder level 33
26th Loss 122nd year of Ascendancy at 17:23 see stats
By Corcoran the Dwarf Marauder level 6
19th Voratun 122nd year of Ascendancy at 02:57 see stats
By Corcoran the Dwarf Marauder level 6
27th Voratun 122nd year of Ascendancy at 09:37 see stats
By Corcoran the Dwarf Marauder level 10
2nd Acquisition 122nd year of Ascendancy at 19:53 see stats
By Corcoran the Dwarf Marauder level 25
17th Dearth 122nd year of Ascendancy at 18:17 see stats
By Corcoran the Dwarf Marauder level 25
10th Dearth 122nd year of Ascendancy at 20:33 see stats
By Corcoran the Dwarf Marauder level 17
32nd Profit 122nd year of Ascendancy at 13:08 see stats
By Corcoran the Dwarf Marauder level 37
8th Steel 123rd year of Ascendancy at 18:40 see stats
Log
Lore found: Ukruk's log
You can read all your collected lore in the game menu, by pressing Escape.
Corcoran picks up ( .): Baryrin the Oakraider (36-47 power, 9 apr).
Corcoran picks up ( .): hateful stralite longsword of crippling (34-47 power, 5 apr).
There is an exit to the worldmap here (press '' or right click to use).
Corcoran picks up ( .): Dream Malleus (56-84 power, 5 apr).
Lore found: Dream Malleus
You can read all your collected lore in the game menu, by pressing Escape.
Corcoran picks up ( .): timebroken silk robe of darkness (+33%) (0 def, 0 armour).
Resting starts...
Talent Total Thuggery is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
You gain 3.67 gold from the transmogrification of acidic dwarven-steel shield of earthen fury (0 def, 10 armour, 77 block).
You gain 6.00 gold from the transmogrification of Sanguine Shield (0 def, 15 armour, 220 block).
You gain 6.70 gold from the transmogrification of timebroken silk robe of darkness (+33%) (0 def, 0 armour).
You gain 3.73 gold from the transmogrification of hardened leather belt of recklessness.
You gain 3.67 gold from the transmogrification of stralite waraxe of crippling (35-49 power, 5 apr).
You gain 5.74 gold from the transmogrification of hateful stralite longsword of crippling (34-47 power, 5 apr).
You gain 25.00 gold from the transmogrification of Dream Malleus (56-84 power, 5 apr).
You gain 5.15 gold from the transmogrification of chilling stralite battleaxe of daylight (44-65 power, 3 apr).
You gain 1.53 gold from the transmogrification of shielding rune (absorb 179; dur 6; cd 17).
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.