Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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 Roguelike |
Sex | Female |
Race | Yeek |
Class | Possessor |
Level / Exp | 50 / 3726% |
Size | small |
Lifes / Deaths | Killed by YeekPossessor at level 50 on the 39th Pyre 124th year of Ascendancy at 09:13 / 1 |
Primary Stats
Strength | 106 (base 60) |
Dexterity | 63 (base 36) |
Constitution | 23 (base 11) |
Magic | 26 (base 15) |
Willpower | 114 (base 64) |
Cunning | 116 (base 64) |
Resources
Mana | 794/914 |
Psi | 636/666 |
Life | 291/291 |
Positive | 177/197 |
Stamina | 500/507 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529552 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +9.9999999999899% |
Spell | 0% |
Global | +133.41281712929% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 66.500694348106 |
See Invisible | 66.500694348106 |
Offense: Mainhand
Damage | 277 |
Accuracy | 86 |
Crit Chance | 101% |
APR | 98 |
Speed | 0.91 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Blight | +2% |
Arcane | +2% |
Mind | +21% |
All | +2% |
Lightning | +5% |
Light | +2% |
Physical | +97% |
Darkness | +37% |
Fire | +14% |
Nature | +11% |
Offense: Damage Penetration
Mind | +41% |
Physical | +102% |
Fire | +36% |
All | +31% |
Defense: Base
Armour (hardiness) | 14 (66.907551546746%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 55 |
Mental Save | 55 |
Defense: Resistances
Acid | + 35%( 70%) |
Physical | + 67%( 70%) |
Cold | + 33%( 70%) |
All | + 33%( 70%) |
Darkness | + 53%( 70%) |
Light | + 33%( 70%) |
Temporal | + 39%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 43%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Silence Resistance | 87% |
Confusion Resistance | 100% |
Knockback Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 970% 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 Willpower stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 16 up to 7 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 156 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 728 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 12 up to 8 times. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Possession | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
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 Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4101. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Falamachik (0 def, 5 armour) Falamachik (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -4% Changes stats: +1 Mag Critical mult.: +15.00% Silence immunity: +48% Confusion immunity: +41% Stun/Freeze immunity: +40% Stamina each turn: +0.70 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +38.00 Spellpower: +10 (+2 eff.) Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Rainflash' alchemist's lamp 'Rainflash'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 78% * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 34% chance to reduce strength, dexterity, and constitution by 32 * 37% chance to reduce damage dealt by 39% Damage when hit (Melee): 2 nature Changes stats: +10 Wil Changes resistances: +9% nature Changes resistances penetration: +11% all Changes damage: +9% nature / +10% mind Critical mult.: +16.00% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ivora the elven-silk wizard hat (3 def, 0 armour) Ivora the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% lightning / +51% physical / +30% darkness / +6% fire / +9% temporal / +3% acid Changes damage: +35% darkness / +43% physical Maximum hate: +28.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
Tool | Brodahir (dig speed 24 turns) Brodahir (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +7 Physical crit. chance: +11.0% Physical power: +9 (+2 eff.) Armour: +6 Changes stats: +9 Str / +9 Wil Changes resistances penetration: +20% physical Changes damage: +9% physical Critical mult.: +32.00% Physical save: +9 (+0 eff.) Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Kindlehunter the voratun ring Kindlehunter the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +13 (+2 eff.) Defense: +32 (+7 eff.) Changes stats: +7 Str / +7 Dex Changes resistances penetration: +15% physical Changes damage: +12% physical / +12% fire Critical mult.: +20.00% Spellpower: +13 (+3 eff.) Mindpower: +14 (+2 eff.) Rings make your fingers look great! |
On fingers | voratun ring 'Besarath' voratun ring 'Besarath'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Physical power: +15 (+3 eff.) Defense: +31 (+6 eff.) Changes stats: +8 Str / +1 Wil / +7 Cun / +10 Con Stun/Freeze immunity: +60% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum vim: +50.00 Spell crit. chance: +1% Damage Shield penetration: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Cyrebrena the Brighthash Cyrebrena the BrighthashPowered 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: +6 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +3% fire / +15% nature Changes resistances penetration: +17% physical Changes damage: +22% physical Critical mult.: +10.00% Mental save: +15 (+5 eff.) Spellpower: +9 (+2 eff.) Light radius: +3 A belt that goes around your waist. |
In main hand | voratun greatmaul 'Airraven' (195% power, 4 apr) voratun greatmaul 'Airraven' (195% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 195% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 mind Damage (radius 1) on hit: +12 lightning / +4 mind When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +40 Physical crit. chance: +17.0% Changes resistances penetration: +10% mind / +19% physical Changes damage: +9% mind Critical mult.: +42.00% Massive two-handed mauls. |
On hands | voratun gauntlets of war-making (0 def, 3 armour) voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Fatigue: +5% Critical mult.: +10.00% Spell crit. chance: +13% Mental crit. chance: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Cloak | Skytaint the elven-silk cloak (3 def, 0 armour) Skytaint the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Changes stats: +9 Str / +11 Dex / +5 Cun / +7 Con Changes damage: +3% lightning Talent mastery: +0.30 Technique / Combat training Critical mult.: +10.00% Spell save: +12 (+0 eff.) Stamina each turn: +1.50 Spellpower: +25 (+6 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | voratun amulet 'Torchwilder' voratun amulet 'Torchwilder'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +10 Str / +4 Mag / +9 Wil Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +9% physical Critical mult.: +15.00% Spell save: +9 (+0 eff.) Combat speed: +10% Amulets make your neck look great! |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
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. |
Rune of the Rift (606.00 temporal damage, removed from time 4 turns) Rune of the Rift (606.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 618.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 119; cd 17) shatter afflictions rune of the duelist (absorb 119; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 156; cd 15) shatter afflictions rune of the sneak (absorb 156; 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 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 156 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 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. |
shatter afflictions rune of the sneak (absorb 193; cd 15) shatter afflictions rune of the sneak (absorb 193; 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 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 193 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 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. |
shatter afflictions rune of the titan (absorb 104; cd 20) shatter afflictions rune of the titan (absorb 104; 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 104 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. |
shatter afflictions rune of the warrior (absorb 184; cd 16) shatter afflictions rune of the warrior (absorb 184; cd 16)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: 16 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 184 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 146; cd 19) shatter afflictions rune of the warrior (absorb 146; 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 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 146 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 60; cd 12) shatter afflictions rune of the wizard (absorb 60; cd 12)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: 12 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 60 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 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. |
shatter afflictions rune of the wizard (absorb 46; cd 20) shatter afflictions rune of the wizard (absorb 46; 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 46 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 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. |
shielding rune of the duelist (absorb 477; dur 5; cd 17) shielding rune of the duelist (absorb 477; 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 477 damage for 5 turns. 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. |
shielding rune of the psychic (absorb 392; dur 3; cd 17) shielding rune of the psychic (absorb 392; dur 3; 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 392 damage for 3 turns. 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. |
shielding rune of the psychic (absorb 593; dur 4; cd 15) shielding rune of the psychic (absorb 593; 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 create a protective shield absorbing at most 593 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 694; dur 6; cd 15) shielding rune of the warrior (absorb 694; dur 6; 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 create a protective shield absorbing at most 694 damage for 6 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 373; dur 3; cd 17) shielding rune of the warrior (absorb 373; dur 3; 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 373 damage for 3 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 429; dur 6; cd 14) shielding rune of the warrior (absorb 429; dur 6; 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 create a protective shield absorbing at most 429 damage for 6 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 752; dur 4; cd 15) shielding rune of the warrior (absorb 752; 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 create a protective shield absorbing at most 752 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 527; dur 6; cd 15) shielding rune of the warrior (absorb 527; dur 6; 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 create a protective shield absorbing at most 527 damage for 6 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 wizard (absorb 128; dur 4; cd 15) shielding rune of the wizard (absorb 128; 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 create a protective shield absorbing at most 128 damage for 4 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Gerin GerinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +15 Physical crit. chance: +4.0% Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +2 Dex Changes resistances: +12% temporal Critical mult.: +12.00% Pinning immunity: +24% Knockback immunity: +30% Maximum stamina: +20.00 Amulets make your neck look great! |
Islarith the voratun amulet Islarith the voratun amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +10 (+2 eff.) Armour: +10 Changes stats: +2 Str / +3 Dex Changes resistances: +25% blight / +30% nature / +16% mind Changes resistances penetration: +26% physical Critical mult.: +15.00% Poison immunity: +50% Disease immunity: +50% Amulets make your neck look great! |
Koralatharek KoralatharekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 43% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +6 Dex Critical mult.: +20.00% Physical save: +9 (+0 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +4.00 Amulets make your neck look great! |
Lorerig the Chillguile Lorerig the ChillguileCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +7 Cun Changes resistances: +6% mind Changes resistances penetration: +25% mind / +10% cold Talent mastery: +0.28 Psionic / Solipsism Psi when hit: +0.08 Maximum psi: +20.00 Mental crit. chance: +1% Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 4.5 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Tarrahad the gold amulet Tarrahad the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +10 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +4 Dex / +3 Mag Changes resistances penetration: +15% blight Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Only die when reaching: -80.00 life Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 5.5 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (173). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.39 Psionic / Solipsism,0.39 Psionic / Battle psionics) vitalizing voratun amulet of perfection (0.39 Psionic / Solipsism,0.39 Psionic / Battle psionics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.39 Psionic / Solipsism +0.39 Psionic / Battle psionics Physical save: +14 (+0 eff.) Life regen: +5.00 Maximum life: +54.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 29/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bogbliss the copper ring Bogbliss the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 78% Changes resistances: +19% blight / +7% nature / +15% lightning Changes damage: +6% nature Poison immunity: +13% Disease immunity: +13% Pinning immunity: +10% Light radius: +3 Rings make your fingers look great! |
Boltquencher the gold ring =crit mult= Boltquencher the gold ring =crit mult=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +24% cold Changes damage: +9% lightning / +12% cold Critical mult.: +20.00% Mental save: +9 (+3 eff.) Maximum psi: +40.00 Mental crit. chance: +4% Rings make your fingers look great! |
Koralen the Blindtyphoon Koralen the BlindtyphoonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Physical power: +25 (+4 eff.) Defense: +12 (+3 eff.) Changes stats: +7 Str / +1 Mag / +10 Con Critical mult.: +5.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +10 (+2 eff.) Mindpower: +14 (+2 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. MagmaravagerMagmaravager Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 32 * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 14 arcane / 14 fire Changes resistances: +24% fire / +40% nature / +20% temporal Changes resistances penetration: +20% fire Changes damage: +27% blight / +9% fire / +20% nature Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Silina SilinaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Cun / +1 Con Changes resistances: +11% blight / +6% nature / +5% arcane Changes damage: +15% arcane Reduces incoming crit damage: 15.52% Poison immunity: +25% Disease immunity: +21% Stun/Freeze immunity: +45% Life regen: +7.00 Mindpower: +14 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
Unrylekalthobers UnrylekalthobersCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +34 (+6 eff.) Defense: +18 (+4 eff.) Changes stats: +9 Str / +11 Cun / +10 Con Changes resistances: +7% arcane / +6% darkness / +9% light Changes damage: +6% mind / +8% all Reduces incoming crit damage: 19.73% Maximum psi: +50.00 Spellpower: +20 (+5 eff.) Mindpower: +18 (+3 eff.) Rings make your fingers look great! |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper citrine ring copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 12 light Changes stats: +3 Cun / +4 Mag Changes damage: +11% light Spellpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Shockwasp' =3 con= copper ring 'Shockwasp' =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% lightning Physical save: +6 (+0 eff.) Cut immunity: +20% Pinning immunity: +10% Maximum life: +60.00 Rings make your fingers look great! |
gold quartz ring gold quartz ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 49 Damage (Melee): 7 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 49 Damage (Ranged): 16 physical Changes stats: +5 Mag / +6 Wil / +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+0 eff.) Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +62.00 Maximum stamina: +16.00 Healing mod.: +13% Rings make your fingers look great! |
psionicist's copper ring of the mind (+11%) psionicist's copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of darkness (+20%) rogue's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
titan's voratun ring of life titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+0 eff.) Life regen: +13.00 Maximum life: +71.00 Healing mod.: +15% Rings make your fingers look great! |
voratun ring 'Velybretta' voratun ring 'Velybretta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 49 Damage (Melee): 22 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 49 Damage (Ranged): 27 physical Changes stats: +8 Cun / +1 Mag Changes resistances: +34% lightning / +12% darkness / +6% blight Changes damage: +17% lightning Physical save: +6 (+0 eff.) Stun/Freeze immunity: +46% Life regen: +7.00 Hate when firing a critical mind attack: +3.00 Maximum life: +20.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Beruharasta the voratun battleaxe (168% power, 4 apr) Beruharasta the voratun battleaxe (168% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +4 Str / +3 Wil / +9 Con Changes resistances: +15% mind Changes damage: +6% mind Disarm immunity: +69% Maximum hate: +10.00 Massive two-handed battleaxes. |
Duatheljustice (187% power, 4 apr) Duatheljustice (187% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 187% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +77 fire When wielded/worn: Armour penetration: +17 Physical crit. chance: +17.0% Damage when hit (Melee): 4 darkness Changes resistances: +1% physical / +3% nature / +9% cold Changes resistances penetration: +16% fire Critical mult.: +41.00% Stun/Freeze immunity: +20% Global speed: +13% Massive two-handed battleaxes. |
Frigidhue the voratun battleaxe (171% power, 4 apr) Frigidhue the voratun battleaxe (171% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 118 damage Damage (Melee): +23 light / +12 cold Damage (radius 2) on crit: +8 cold Damage against: +28% Undead When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +20 (+4 eff.) Changes resistances: +12% cold Changes damage: +3% lightning / +9% cold Disarm immunity: +66% Massive two-handed battleaxes. |
Lisodata (166% power, 4 apr) Lisodata (166% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +48 (+9 eff.) Physical power: +20 (+3 eff.) Armour: +6 Changes stats: +12 Str / +2 Dex Changes damage: +3% mind / +19% physical Massive two-handed battleaxes. |
Sleetwrest (181% power, 4 apr) Sleetwrest (181% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 arcane When wielded/worn: Armour penetration: +19 Physical crit. chance: +37.0% Physical power: +17 (+3 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +15% cold Critical mult.: +34.00% Massive two-handed battleaxes. |
enhanced voratun battleaxe (169% power, 4 apr) enhanced voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +12 Dex / +12 Mag / +14 Wil / +14 Cun / +16 Con Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical 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. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical 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 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+0 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. |
This item will automatically be transmogrified when you leave the level. voratun dagger of enduring (147% power, 9 apr)voratun dagger of enduring (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Con / +12 Wil Maximum life: +110.00 Sharp, short and deadly. |
Durokath the Glareterror (184% power, 4 apr) Durokath the Glareterror (184% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +30% Damage (radius 2) on crit: +8 light Damage against: +30% Unnatural When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +1 Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Changes stats: +12 Dex / +9 Wil / +3 Con Changes damage: +15% physical Combat speed: +10% Massive two-handed mauls. |
Floetouch the voratun greatmaul (180% power, 4 apr) Floetouch the voratun greatmaul (180% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +4 cold When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +19 Con / +21 Wil Changes resistances penetration: +5% cold Changes damage: +12% blight Maximum life: +38.00 Massive two-handed mauls. |
Hurufast the voratun greatmaul (178% power, 4 apr) Hurufast the voratun greatmaul (178% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 146 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (radius 2) on crit: +42 acid / +63 nature When wielded/worn: Armour penetration: +20 Physical power: +17 (+3 eff.) Changes stats: +6 Con Changes resistances: +12% nature / +3% darkness Changes resistances penetration: +26% acid / +19% physical / +35% nature Disarm immunity: +32% See invisible: +9 Massive two-handed mauls. |
Vilesage (178% power, 4 apr) Vilesage (178% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 32 * Create an explosion dealing 118 cold damage (1/turn) Damage (Melee): +28 blight / +20 nature When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 78% Changes resistances: +3% darkness Changes resistances penetration: +42% cold / +20% darkness / +10% nature Changes damage: +15% nature / +42% cold Disease immunity: +49% Disarm immunity: +70% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
Amentir the voratun greatsword (190% power, 4 apr) Amentir the voratun greatsword (190% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +31 (+6 eff.) Physical crit. chance: +21.0% Physical power: +9 (+2 eff.) Changes stats: +9 Dex Changes resistances penetration: +20% arcane / +25% mind Changes damage: +6% mind Spellpower: +15 (+3 eff.) Combat speed: +10% Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr) Borosk's Hate (172% power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
voratun greatsword 'Zurantir' (190% power, 4 apr) voratun greatsword 'Zurantir' (190% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Physical power: +20 (+3 eff.) Changes stats: +17 Str / +16 Dex / +19 Mag / +10 Wil / +16 Cun / +25 Con Changes resistances: +5% arcane Changes resistances penetration: +17% physical Changes damage: +3% arcane Critical mult.: +15.00% Disarm immunity: +45% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +1% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of persecution (158% power, 6 apr)blazebringer's voratun mace of persecution (158% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +85 fire Damage against: +30% Unnatural When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +25% fire Global speed: +11% Blunt and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Ebonyblood (151% power, 6 apr)Ebonyblood (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 196 damage over 5 turns and reducing armor and accuracy by 25 Damage (Melee): +27 acid Damage (radius 1) on hit: +20 acid When wielded/worn: Changes resistances: +27% darkness Changes resistances penetration: +34% darkness Changes damage: +18% temporal Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of massacre (165% power, 6 apr)arcing voratun waraxe of massacre (165% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 118 damage One-handed war axes. |
Armandur ArmandurCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to reduce armor by 43% Changes stats: +6 Cun / +13 Wil Damage against: +33% Summoned Reduced damage from: +29% Summoned Maximum hate: +10.00 Maximum psi: +50.00 A belt that goes around your waist. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 165, based on Magic) for 10 turns Activation costs 17 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Voidwedge the drakeskin leather belt Voidwedge the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 10% chance to reduce damage dealt by 39% Damage when hit (Melee): 6 darkness Changes stats: +3 Dex / +10 Mag / +11 Wil / +1 Cun Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.80% Maximum life: +108.00 Maximum mana: +63.00 Maximum stamina: +65.00 Maximum hate: +18.00 Maximum psi: +34.00 Maximum vim: +35.00 Maximum pos.energy: +40.00 Maximum neg.energy: +36.00 Spell crit. chance: +6% Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +20 It can be used to create a temporary shield that absorbs 410 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
hardened leather belt 'Mayilema' hardened leather belt 'Mayilema'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +10 Mag / +11 Wil Changes resistances: +9% fire / +7% cold Mental save: +15 (+5 eff.) Equilibrium when hit: +0.08 Spell crit. chance: +9% Mindpower: +15 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Olidur' hardened leather belt 'Olidur'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +12% lightning / +5% arcane / +15% blight Life regen: +4.00 Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Betanor the Rotwalker (3 def, 0 armour) Betanor the Rotwalker (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 temporal Changes stats: +3 Dex / +5 Mag / +6 Wil / +3 Cun Changes resistances: +3% nature / +9% temporal Changes resistances penetration: +14% arcane / +25% nature Changes damage: +15% arcane Critical mult.: +25.00% Spell save: +13 (+0 eff.) Maximum mana: +180.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camerin the linen cloak (1 def, 0 armour) =5 con= Camerin the linen cloak (1 def, 0 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +5 Con Changes resistances: +3% light Reduces incoming crit damage: 15.00% 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. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Eilinima (22 def, 0 armour) =3 cun= Eilinima (22 def, 0 armour) =3 cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Defense: +22 (+5 eff.) Changes stats: +3 Cun Changes resistances: +6% mind Physical save: +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindleslice (6 def, 0 armour) Kindleslice (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 49 Damage when hit (Melee): 4 mind / 6 light Changes resistances: +3% light Changes resistances penetration: +10% light Physical save: +6 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pyrepeal (3 def, 10 armour) Pyrepeal (3 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes resistances: +10% blight / +28% cold / +14% nature / +14% darkness Changes resistances penetration: +5% darkness Changes damage: +5% darkness / +18% fire Stealth bonus: +12 Life regen: +4.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhedin the linen cloak (21 def, 6 armour) Radhedin the linen cloak (21 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +21 (+4 eff.) Changes stats: +3 Str Changes resistances: +12% cold Poison immunity: +20% Stun/Freeze immunity: +10% Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velatta the elven-silk cloak (3 def, 0 armour) Velatta the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +4 Str / +4 Dex / +3 Con Changes resistances: +7% acid / +8% cold / +7% fire / +6% mind / +7% lightning Changes damage: +9% mind / +12% blight Talent mastery: +0.30 Technique / Combat training Spell save: +10 (+0 eff.) Stamina each turn: +1.30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vilewither the cashmere cloak (2 def, 0 armour) Vilewither the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 arcane Changes stats: +6 Mag Changes resistances penetration: +15% nature / +10% darkness / +15% arcane Critical mult.: +20.00% Maximum life: +48.00 Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative elven-silk cloak (3 def, 0 armour)restorative elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% nature / +20% blight Life regen: +7.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adoravena the linen robe (0 def, 0 armour) Adoravena the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Con Changes resistances: +18% fire / +7% all Changes damage: +12% fire Reduces incoming crit damage: 15.00% Mindpower: +30 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 144.47 to 180.58 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Zubarimira (0 def, 0 armour) =3 dex= Zubarimira (0 def, 0 armour) =3 dex=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex Changes resistances: +16% acid / +6% cold / +6% blight / +7% all Changes damage: +11% acid Critical mult.: +15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of Linaniil (0 def, 0 armour)ancient elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +15% all Changes resistances penetration: +14% temporal / +15% physical Changes damage: +24% temporal / +23% physical Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour) ancient elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% all Changes resistances penetration: +10% temporal / +8% physical Changes damage: +11% temporal / +22% physical / +20% all Spellpower: +16 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Offaltitan' (0 def, 0 armour) elven-silk robe 'Offaltitan' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str / +9 Mag Changes resistances: +20% acid / +19% physical / +20% cold / +20% fire / +15% all Changes resistances penetration: +25% nature Changes damage: +21% acid / +22% physical / +16% fire / +35% cold Talent cooldown: Refit Golem (-6 turns) Critical mult.: +20.20% Mental save: +15 (+5 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Rainveil' (0 def, 0 armour) elven-silk robe 'Rainveil' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +30% physical / +9% cold / +15% all Changes resistances penetration: +25% temporal Changes damage: +6% mind / +30% physical Critical mult.: +20.20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adumira (0 def, 4 armour) Adumira (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Changes damage: +6% blight / +6% arcane Critical mult.: +10.00% Silence immunity: +29% Confusion immunity: +28% Stun/Freeze immunity: +31% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 107 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Alydig the Hailvice (41 def, 5 armour) Alydig the Hailvice (41 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +41 (+8 eff.) Changes stats: +15 Dex / +6 Wil / +6 Cun Changes resistances: +3% temporal / +21% fire / +1% physical / +15% cold Changes damage: +6% arcane / +3% cold Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +12 (+4 eff.) Maximum mana: +60.00 Spellpower: +5 (+1 eff.) Damage Shield penetration: +30% A pair of boots made of leather. |
Betara (0 def, 1 armour) =4 dex= Betara (0 def, 1 armour) =4 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +4 Dex / +2 Mag / +1 Con Changes resistances: +5% arcane Reduces incoming crit damage: 10.00% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eilinymira (15 def, 5 armour) Eilinymira (15 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+3 eff.) Changes stats: +11 Dex / +5 Wil / +5 Cun Changes resistances: +3% acid / +17% temporal / +25% darkness Changes resistances penetration: +19% darkness / +16% temporal Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +20% Life regen: +4.00 Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +23% A pair of boots made of leather. |
Emeludhedhewen the Hazeream (0 def, 4 armour) =phys respen crit mult= Emeludhedhewen the Hazeream (0 def, 4 armour) =phys respen crit mult=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 cold Changes stats: +3 Str Changes resistances: +18% temporal / +20% darkness / +6% fire Changes resistances penetration: +14% temporal / +15% darkness / +15% physical Critical mult.: +20.00% Maximum stamina: +30.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velera the Kindleknave (0 def, 3 armour) =5 cun= Velera the Kindleknave (0 def, 3 armour) =5 cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +5 Cun / +1 Wil Changes damage: +6% physical / +9% fire Maximum encumbrance: +22 Physical save: +6 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velewen (0 def, 5 armour) =4 con= Velewen (0 def, 5 armour) =4 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +2% Changes stats: +3 Str / +4 Con Changes resistances penetration: +5% physical Maximum hate: +4.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of tirelessness (0 def, 11 armour)miner's pair of voratun boots of tirelessness (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Stamina each turn: +1.10 Maximum stamina: +40.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Sparkbreak the drakeskin leather gloves (0 def, 3 armour) Sparkbreak the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +3 Damage (Melee): 6 acid / 9 fire / 8 lightning / 8 cold Damage when hit (Melee): 2 lightning Changes stats: +4 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +9% lightning / +14% darkness Changes resistances penetration: +5% cold Changes damage: +3% lightning / +12% cold Physical save: +29 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +42% Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 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 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Rharalach' (0 def, 2 armour) dwarven-steel gauntlets 'Rharalach' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +7 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +3 Str / +2 Dex Changes resistances: +5% darkness / +3% mind Changes damage: +5% darkness / +9% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Xevena' (15 def, 2 armour) dwarven-steel gauntlets 'Xevena' (15 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Fatigue: +3% Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes resistances: +10% temporal / +6% nature / +15% cold Changes resistances penetration: +5% mind Changes damage: +5% temporal Poison immunity: +20% Only die when reaching: -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Dourhash' (0 def, 7 armour) voratun gauntlets 'Dourhash' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Damage (Melee): 13 nature Damage when hit (Melee): 8 physical Changes stats: +5 Dex / +5 Con Changes resistances: +12% lightning / +15% darkness / +9% blight / +6% fire / +10% nature / +9% acid Changes damage: +11% nature Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dralarain the cashmere wizard hat (2 def, 0 armour) =25 phys respen= Dralarain the cashmere wizard hat (2 def, 0 armour) =25 phys respen=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+4 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Dex Changes resistances: +6% nature Changes resistances penetration: +25% physical Spell save: +15 (+0 eff.) Psi each turn: +0.22 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Drugorn (0 def, 11 armour) Drugorn (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +11 Fatigue: +5% Changes stats: +8 Str / +9 Dex / +9 Cun / +13 Con Changes resistances: +15% acid / +3% blight / +26% fire / +25% cold / +13% lightning Changes damage: +15% blight / +6% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duskobsidian (0 def, 5 armour) Duskobsidian (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 39% Changes stats: +20 Str / +4 Con Changes resistances: +12% cold Changes resistances penetration: +5% darkness Changes damage: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremylagen the Poxvault (1 def, 16 armour) Eremylagen the Poxvault (1 def, 16 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +16 Defense: +1 (+0 eff.) Changes stats: +7 Dex / +2 Con Changes resistances: +18% darkness Changes resistances penetration: +15% nature Changes damage: +12% darkness / +12% nature Critical mult.: +20.20% A pointy cloth hat, very wizardly... |
Falolatharath the Strikewreath (0 def, 1 armour) Falolatharath the Strikewreath (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 49 Damage when hit (Melee): 6 lightning Changes stats: +3 Cun / +3 Wil Changes damage: +3% lightning / +6% temporal / +3% mind Mindpower: +4 (+0 eff.) A cap made of leather. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 17 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Kheledegrim (31 def, 0 armour) Kheledegrim (31 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +31 (+6 eff.) Damage when hit (Melee): 2 physical Changes resistances: +16% nature Changes damage: +11% nature Physical save: +6 (+0 eff.) Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
Lisita the voratun helm (0 def, 5 armour) Lisita the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +12 Con Changes resistances: +12% lightning / +11% temporal / +6% light / +9% acid Changes damage: +6% mind Physical save: +12 (+0 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Saluna (3 def, 0 armour) Saluna (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +3% temporal Changes resistances penetration: +15% arcane Changes damage: +14% acid / +12% temporal / +11% lightning / +12% fire / +25% arcane / +13% cold Mana each turn: +3.26 Mana when hit: +1.90 Maximum mana: +88.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +4% It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 3.5 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 44.16 mind and 50.01 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 38% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 38. Terrified: Deals 10.89 mind and 12.33 darkness damage per turn and increases cooldowns by 58%. Haunted: Causes the target to suffer 17.13 mind and 19.39 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Xanawyn the Pitchseam (1 def, 0 armour) Xanawyn the Pitchseam (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 10 blight Changes stats: +3 Wil Changes resistances: +3% blight Changes resistances penetration: +5% darkness Physical save: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
Yvama the iron helm (0 def, 5 armour) =waterbreathing= Yvama the iron helm (0 def, 5 armour) =waterbreathing=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag Changes resistances: +3% blight / +6% cold / +3% darkness Allows you to breathe in: water Maximum life: +20.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of constitution (+10) (0 def, 5 armour)thaloren drakeskin leather cap of constitution (+10) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +15% blight Mental save: +15 (+5 eff.) A cap made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
624 alchemist agate 624 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brighthunger (dig speed 8 turns) Brighthunger (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire / +12% nature / +9% light Changes resistances penetration: +5% temporal Changes damage: +7% nature / +6% temporal Maximum life: +27.00 Maximum stamina: +16.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layykira the iron pickaxe (dig speed 30 turns) =2 cun 2 con= Layykira the iron pickaxe (dig speed 30 turns) =2 cun 2 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag / +2 Cun / +2 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rainwitch the iron pickaxe (dig speed 29 turns) =6 mag= Rainwitch the iron pickaxe (dig speed 29 turns) =6 mag=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +6 Mag Changes resistances: +9% cold Changes damage: +3% cold Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 jade 2 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. |
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. |
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 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Ebonysteel EbonysteelCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Str Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +24% physical Stamina each turn: +3.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 5.5 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 42.18 cold damage and 81.47 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Viperspar VipersparInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil Changes resistances: +1% physical / +12% blight / +3% mind / +3% nature / +3% temporal Critical mult.: +20.00% Mental save: +23 (+7 eff.) Cut immunity: +21% Mindpower: +9 (+1 eff.) Mental crit. chance: +11% Light radius: +5 See stealth: +15 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Weepzeal WeepzealCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +4 Wil Changes resistances: +18% blight / +15% cold Mental save: +15 (+5 eff.) Stun/Freeze immunity: +23% Teleport immunity: +23% Maximum psi: +30.00 Mental crit. chance: +3% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Starmistress' alchemist's lamp 'Starmistress'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +20% light Changes damage: +8% mind / +6% light Maximum life: +46.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +35% Confusion immunity: +16% Light radius: +9 See stealth: +7 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern of focus watchleader's brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Blindness immunity: +21% Confusion immunity: +12% Light radius: +7 See stealth: +5 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 6.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 9 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
psychokinetic pouch of stralite shots of grasping (18/18, 152% power, 5 apr) psychokinetic pouch of stralite shots of grasping (18/18, 152% power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 152% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 342 physical damage * 20% chance to create vines that bind the target to the ground dealing 342 nature damage and pinning them for 3 turns Damage (Ranged): +21 physical Shots are used with slings to pummel your foes to death. |
steel torque of clear mind 'Cyrotira' [power 2] (22 cooldown) steel torque of clear mind 'Cyrotira' [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +10 Str Changes resistances: +1% physical Changes resistances penetration: +15% physical 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 22 turns. When used: * Reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Haryruirig the elm totem of summon tentacle [power 110] (22 cooldown) Haryruirig the elm totem of summon tentacle [power 110] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes damage: +6% mind Hate when firing a critical mind attack: +4.00 Mindpower: +25 (+4 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 266 Base Damage: 110 Armor: 5 All Resist: 3 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
Splendouronslaught the ash totem of healing [power 176] (13 cooldown) Splendouronslaught the ash totem of healing [power 176] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +25% light It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Reduce fatigue by 22% for 2 turns. * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Cracklewilder' [power 218] (13 cooldown) ash totem of stinging 'Cracklewilder' [power 218] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +10 (+2 eff.) Changes stats: +6 Str Changes damage: +9% lightning Critical mult.: +20.00% It can be used to sting an enemy dealing 242 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Scorchbright' [power 320] (13 cooldown) yew totem of stinging 'Scorchbright' [power 320] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +25 (+4 eff.) Defense: +30 (+6 eff.) Changes stats: +3 Con Changes resistances: +9% fire Changes damage: +12% physical Critical mult.: +20.00% It can be used to sting an enemy dealing 355 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 78. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 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. |
voratun greatmaul 'Poliwe' (197% power, 4 apr) voratun greatmaul 'Poliwe' (197% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 42% chance to reduce all saves and defense by 49 * 20% chance to reduce strength, dexterity, and constitution by 32 * 10% chance to reduce armor by 43% Damage (Melee): +16 acid / +30 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Changes stats: +10 Cun / +5 Wil Changes resistances penetration: +10% acid Changes damage: +12% blight Critical mult.: +45.00% Massive two-handed mauls. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In the aftermath of the battle the Way tried to force you to act as a vessel to bring the Way to every sentient being.
Through an incredible display of willpower you resisted long enough to ask Aeryn to kill you.
She sadly agreed and ran her sword through you, enabling you to do the last sacrifice you could for the world.
Achievements
By YeekPossessor the Yeek Possessor level 33
27th Regrowth 123rd year of Ascendancy at 19:41 see stats
By YeekPossessor the Yeek Possessor level 43
78th Pyre 123rd year of Ascendancy at 07:55 see stats
By YeekPossessor the Yeek Possessor level 50
78th Regrowth 124th year of Ascendancy at 14:26 see stats
By YeekPossessor the Yeek Possessor level 41
51st Regrowth 123rd year of Ascendancy at 14:08 see stats
By YeekPossessor the Yeek Possessor level 43
74th Pyre 123rd year of Ascendancy at 14:45 see stats
By YeekPossessor the Yeek Possessor level 50
15th Regrowth 124th year of Ascendancy at 23:37 see stats
By YeekPossessor the Yeek Possessor level 48
3rd Flare 123rd year of Ascendancy at 02:27 see stats
By YeekPossessor the Yeek Possessor level 50
4th Regrowth 124th year of Ascendancy at 03:29 see stats
By YeekPossessor the Yeek Possessor level 46
10th Mirth 123rd year of Ascendancy at 23:06 see stats
By YeekPossessor the Yeek Possessor level 50
68th Haze 123rd year of Ascendancy at 01:32 see stats
By YeekPossessor the Yeek Possessor level 50
43rd Haze 123rd year of Ascendancy at 19:52 see stats
By YeekPossessor the Yeek Possessor level 10
34th Dusk 122nd year of Ascendancy at 17:06 see stats
By YeekPossessor the Yeek Possessor level 50
8th Regrowth 124th year of Ascendancy at 06:21 see stats
By YeekPossessor the Yeek Possessor level 45
7th Mirth 123rd year of Ascendancy at 23:40 see stats
By YeekPossessor the Yeek Possessor level 47
2nd Flare 123rd year of Ascendancy at 09:41 see stats
By YeekPossessor the Yeek Possessor level 50
64th Haze 123rd year of Ascendancy at 03:17 see stats
By YeekPossessor the Yeek Possessor level 35
35th Regrowth 123rd year of Ascendancy at 19:30 see stats
By YeekPossessor the Yeek Possessor level 25
3rd Decay 122nd year of Ascendancy at 14:08 see stats
By YeekPossessor the Yeek Possessor level 42
13rd Pyre 123rd year of Ascendancy at 03:33 see stats
By YeekPossessor the Yeek Possessor level 43
6th Mirth 123rd year of Ascendancy at 02:57 see stats
By YeekPossessor the Yeek Possessor level 50
36th Pyre 124th year of Ascendancy at 12:31 see stats
By YeekPossessor the Yeek Possessor level 50
8th Regrowth 124th year of Ascendancy at 07:04 see stats
By YeekPossessor the Yeek Possessor level 38
49th Regrowth 123rd year of Ascendancy at 08:42 see stats
By YeekPossessor the Yeek Possessor level 33
30th Regrowth 123rd year of Ascendancy at 10:36 see stats
By YeekPossessor the Yeek Possessor level 48
3rd Flare 123rd year of Ascendancy at 11:20 see stats
By YeekPossessor the Yeek Possessor level 10
13rd Dusk 122nd year of Ascendancy at 04:58 see stats
By YeekPossessor the Yeek Possessor level 20
71st Dusk 122nd year of Ascendancy at 01:41 see stats
By YeekPossessor the Yeek Possessor level 30
9th Regrowth 123rd year of Ascendancy at 16:18 see stats
By YeekPossessor the Yeek Possessor level 40
50th Regrowth 123rd year of Ascendancy at 05:49 see stats
By YeekPossessor the Yeek Possessor level 50
3rd Flare 123rd year of Ascendancy at 14:38 see stats
By YeekPossessor the Yeek Possessor level 50
39th Pyre 124th year of Ascendancy at 09:13 see stats
By YeekPossessor the Yeek Possessor level 50
10th Pyre 124th year of Ascendancy at 11:13 see stats
By YeekPossessor the Yeek Possessor level 42
2nd Pyre 123rd year of Ascendancy at 08:03 see stats
By YeekPossessor the Yeek Possessor level 23
72nd Haze 122nd year of Ascendancy at 12:28 see stats
By YeekPossessor the Yeek Possessor level 50
62nd Regrowth 124th year of Ascendancy at 18:45 see stats
By YeekPossessor the Yeek Possessor level 50
69th Haze 123rd year of Ascendancy at 14:38 see stats
By YeekPossessor the Yeek Possessor level 29
9th Regrowth 123rd year of Ascendancy at 05:19 see stats
By YeekPossessor the Yeek Possessor level 23
1st Decay 122nd year of Ascendancy at 20:58 see stats
By YeekPossessor the Yeek Possessor level 46
8th Mirth 123rd year of Ascendancy at 03:45 see stats
By YeekPossessor the Yeek Possessor level 50
39th Pyre 124th year of Ascendancy at 09:12 see stats
By YeekPossessor the Yeek Possessor level 7
3rd Mirth 122nd year of Ascendancy at 02:00 see stats
By YeekPossessor the Yeek Possessor level 10
13rd Dusk 122nd year of Ascendancy at 21:05 see stats
By YeekPossessor the Yeek Possessor level 50
10th Pyre 124th year of Ascendancy at 12:31 see stats
By YeekPossessor the Yeek Possessor level 23
38th Haze 122nd year of Ascendancy at 00:08 see stats
By YeekPossessor the Yeek Possessor level 50
39th Pyre 124th year of Ascendancy at 09:13 see stats
By YeekPossessor the Yeek Possessor level 41
51st Regrowth 123rd year of Ascendancy at 10:51 see stats
By YeekPossessor the Yeek Possessor level 13
45th Dusk 122nd year of Ascendancy at 09:16 see stats
By YeekPossessor the Yeek Possessor level 50
22nd Dusk 123rd year of Ascendancy at 01:57 see stats
By YeekPossessor the Yeek Possessor level 25
3rd Decay 122nd year of Ascendancy at 11:09 see stats
By YeekPossessor the Yeek Possessor level 19
70th Dusk 122nd year of Ascendancy at 01:52 see stats
By YeekPossessor the Yeek Possessor level 40
50th Regrowth 123rd year of Ascendancy at 23:40 see stats
By YeekPossessor the Yeek Possessor level 47
1st Flare 123rd year of Ascendancy at 19:39 see stats
Log
Talent Disarm is ready to use.
Talent Psychic Crush is ready to use.
Acid Splash from Argoniel hits YeekPossessor for (5 to psi shield), (7 absorbed), 0 acid (0 total damage).
YeekPossessor's Beyond the Flesh hits Argoniel for 1730 physical, 11 acid, 25 mind, 14 arcane, 29 mind (1809 total damage).
Bleeding from YeekPossessor hits Argoniel for 1492 physical damage.
YeekPossessor performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
YeekPossessor roars triumphantly.
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn's solar fury subsides.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (33 absorbed), 0 acid (0 total damage).
YeekPossessor hits Argoniel for 1632 physical damage.
YeekPossessor killed Argoniel!
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: No Way! (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
YeekPossessor deactivates Daunting Presence.
YeekPossessor deactivates Kinetic Shield.
YeekPossessor deactivates Crippling Poison.
Saving done.