













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 6519% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinugabeth the netherworm mass at level 22 on the 26th Haze 122nd year of Ascendancy at 19:41 / 5Killed by Belariassra the worm that walks at level 22 on the 27th Haze 122nd year of Ascendancy at 02:21 Killed by Xerelaith the ghast at level 26 on the 1st Decay 122nd year of Ascendancy at 06:25 Killed by Heavy Sentinel at level 50 on the 27th Regrowth 124th year of Ascendancy at 00:01 Killed by Glorinor the orc necromancer at level 50 on the 31st Regrowth 124th year of Ascendancy at 08:40 |
Primary Stats
| Strength | 139 (base 65) |
| Dexterity | 129 (base 66) |
| Constitution | 62 (base 42) |
| Magic | 39 (base 7) |
| Willpower | 35 (base 8) |
| Cunning | 122 (base 63) |
Resources
| Life | 1166/1166 |
| Steam | 100/100 |
| Stamina | 260/260 |
| Psi | 125/125 |
| Healing Factor | 1.3362068965518 |
| Regeneration | 9.4173686822457 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -987 |
| Infravision | 9 |
| See Stealth | 82.597987890596 |
| See Invisible | 92.5979878906 |
| Stealth | 44.403597198696 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 183 |
| Accuracy | 79 |
| Crit Chance | 93% |
| APR | 100 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 139 |
| Accuracy | 79 |
| Crit Chance | 91% |
| APR | 100 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Physical | +27% |
| All | +7% |
| Lightning | +28% |
| Temporal | +25% |
| Darkness | +19% |
| Arcane | +10% |
| Fire | +26% |
| Nature | +16% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +45% |
| Lightning | +10% |
| Temporal | +18% |
| Darkness | +60% |
| Arcane | +15% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57 (70.376569037657%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 29 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 44%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 52%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Knockback Resistance | 25% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 259% efficiency and cooldown mod of 88%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 8 turns. While Heroism is active, you will only die when reaching -1105 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 243% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Lacerating Strikes |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.8 and stamina regeneration by 1.2. Soothing Darkness |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 186 - 261 Accuracy: 95 (knife) APR: 99 Crit Chance: +91% Crit mult: 363% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 75% chance to deflect up to 36 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 failed to protect the injured seer from death by Islada the mountain troll thunderer. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Vorybredawyn the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by armoured skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3172. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots 'Sootprophet' (32 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +32 (+8 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes stats: +8 Str / +10 Dex / +5 Con Changes resistances: +15% fire / +30% temporal / +23% darkness / +15% cold Changes resistances penetration: +18% temporal / +35% darkness / +15% arcane Changes damage: +10% fire Physical save: +15 (+4 eff.) Pinning immunity: +75% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Generate 3 steam each time you walk. Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 55 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Boots. But with steam power! |
| Light source | dwarven lantern 'Grinagund'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Effects when hit in melee: * 49% chance to disease * 29% chance to inflict 15% damage reduction Changes stats: +1 Mag / +6 Wil / +2 Cun Changes resistances: +12% acid / +3% all Changes damage: +12% acid Critical mult.: +15.00% Spell save: +11 (+6 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+5 eff.) Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Murkrupture (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +21 Physical power: +6 (+1 eff.) Fatigue: -8% Changes stats: +1 Cun / +12 Str Changes resistances penetration: +5% darkness Changes damage: +18% temporal Critical mult.: +20.00% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | AirbringerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +5 Cun / +8 Str Changes resistances penetration: +10% lightning / +15% acid Changes damage: +6% acid / +3% arcane / +12% lightning Blindness immunity: +47% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Infravision radius: +5 See stealth: +14 See invisible: +24 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Xatira the GoreripperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +2 Cun Changes resistances: +12% nature Changes resistances penetration: +5% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +2 (+0 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | voratun amulet 'Cloudward'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +38 Changes stats: +8 Dex Changes resistances: +9% acid / +6% temporal / +12% light / +9% blight / +3% darkness Changes resistances penetration: +15% acid Changes damage: +6% acid / +9% lightning Critical mult.: +34.00% Amulets can have magical properties. |
| In main hand | Airbrand the voratun dagger (49-63.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 111 damage Damage (Melee): +20 lightning When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 acid Changes stats: +10 Str / +4 Mag Changes resistances: +6% acid / +6% lightning Changes resistances penetration: +15% acid Critical mult.: +15.00% Sharp, short and deadly. |
| Around waist | Zanyran Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +12 Changes resistances: +6% acid Critical mult.: +15.00% Physical save: +30 (+7 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A belt that goes around your waist. |
| In off hand | stralite dagger 'Oakenvy' (41.5-53.95 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 41.5 - 54.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 43% * flashes light on your target dealing 111 damage Damage (Melee): +16 nature / +8 darkness Burst (radius 1) on hit: +24 nature When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +9% nature / +12% darkness Critical mult.: +15.00% Sharp, short and deadly. |
| Cloak | Darkpierce of the Blightspawn (16 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +16 (+4 eff.) Effects on melee hit: * 31% chance to blind Effects when hit in melee: * 31% chance to disease * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 8 acid Changes stats: +6 Cun / +5 Dex Changes resistances: +10% acid / +10% fire / +40% lightning / +10% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+3 eff.) Stun/Freeze immunity: +50% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sootrock of the Blightspawn (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 31% Effects when hit in melee: * 42% chance to disease * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 14 light Changes stats: +19 Str / +10 Dex / +10 Mag / +16 Wil / +10 Cun / +10 Con Changes resistances: +21% lightning / +15% physical / +47% darkness / +28% blight / +6% fire / +9% nature / +5% arcane Changes damage: +9% fire Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant of the sneak (efficiency 240% / cooldown 93%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 240% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 170% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 153% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 163% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 209% / cooldown 76%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 209% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.3 steam per turn. Can be activated for an instant burst of 87 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.4 steam per turn. Can be activated for an instant burst of 92 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (+24 for 12 turns, die at -874)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -874 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+24 for 10 turns, die at -998)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -998 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+24 for 9 turns, die at -679)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -679 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 11 turns, die at -680)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -680 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 378 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 505 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 704 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 704 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 415 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 983 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 660 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 660 damage for 6 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 ability. |
shielding rune of the duelist (absorb 584 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 584 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 ability. |
shielding rune of the sneak (absorb 633 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 633 damage for 6 turns. 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 ability. |
shielding rune of the titan (absorb 350 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 350 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BlazeravageCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +4.0% Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +15% acid / +6% fire Changes damage: +18% acid / +6% fire Talent masteries: +0.34 Wild-gift / Harmony +0.34 Technique / Combat techniques Physical save: +30 (+7 eff.) Stamina each turn: +0.60 Amulets can have magical properties. |
DimqueenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +20% darkness Changes resistances penetration: +15% temporal Changes damage: +13% blight / +13% fire / +18% darkness / +24% temporal Critical mult.: +18.00% Spellpower: +13 (+4 eff.) Amulets can have magical properties. |
EmeliriattaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 light / 10 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +6% acid / +12% temporal Changes resistances penetration: +26% acid / +10% temporal Changes damage: +9% acid / +13% light / +13% darkness Amulets can have magical properties. |
Erelorath the GlarespawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Damage when hit (Melee): 20 light Changes stats: +4 Wil Changes resistances: +3% physical Changes resistances penetration: +10% light Physical save: +6 (+1 eff.) Cut immunity: +70% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 297 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
MayiminaInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag / +20 Wil Changes resistances penetration: +25% blight Mental save: +14 (+4 eff.) Blindness immunity: +39% Confusion immunity: +25% Maximum mana: +80.00 Spell crit. chance: +2% Mindpower: +15 (+5 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
MayoyannInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances penetration: +10% arcane Grants telepathy: Demon/Minor Demon/Major Physical save: +22 (+5 eff.) Spell save: +22 (+11 eff.) Mental save: +16 (+5 eff.) Blindness immunity: +40% Mental crit. chance: +4% Infravision radius: +10 Sight radius: +2 See invisible: +13 Damage Shield penetration: +20% Amulets can have magical properties. |
Purewreath the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +1 Dex / +2 Mag / +2 Wil Changes resistances: +11% light / +11% darkness Blindness immunity: +22% Infravision radius: +3 Amulets can have magical properties. |
RadhidilCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +20 Changes stats: +8 Str / +8 Dex / +8 Wil Changes resistances: +6% lightning / +9% cold / +9% mind / +6% light Changes damage: +3% arcane Critical mult.: +16.00% Physical save: +29 (+7 eff.) Spell save: +20 (+10 eff.) Mental save: +23 (+7 eff.) Amulets can have magical properties. |
RelgechikCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +2 Str / +2 Mag / +7 Wil / +3 Con Grants telepathy: Demon/Minor Demon/Major Life regen: +2.00 Light radius: +2 Amulets can have magical properties. |
SparkpietyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% acid / +6% temporal / +15% blight / +5% arcane / +30% mind Reduces incoming crit damage: 15.00% Confusion immunity: +50% Knockback immunity: +20% Amulets can have magical properties. |
SplendourbornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Str Changes resistances: +9% light / +15% blight Changes resistances penetration: +20% light Changes damage: +6% light Amulets can have magical properties. |
Xanerawe the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +12 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -4% Changes stats: +3 Str / +4 Dex / +9 Con Changes resistances: +3% physical Changes damage: +12% physical Stamina each turn: +0.60 Amulets can have magical properties. |
Xanima the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +19% mind Changes resistances penetration: +15% mind Changes damage: +9% acid Confusion immunity: +44% Maximum hate: +10.00 Maximum psi: +50.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Amulets can have magical properties. |
gold amulet 'Yvomina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag / +5 Wil Changes resistances penetration: +20% arcane Critical mult.: +10.00% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +2 Amulets can have magical properties. |
steel amulet 'Gilyldil'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Con Changes damage: +6% physical Talent mastery: +0.17 Cunning / Artifice Critical mult.: +12.00% Life regen: +0.60 Healing mod.: +15% Amulets can have magical properties. |
steel amulet 'Lustrepunish'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 acid Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances penetration: +25% acid Changes damage: +18% light / +15% acid Life regen: +0.80 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
steel amulet 'Shadegrit'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes resistances: +3% darkness / +12% temporal Changes resistances penetration: +5% darkness Changes damage: +6% mind / +6% darkness Pinning immunity: +23% Knockback immunity: +25% Amulets can have magical properties. |
stralite amulet 'Glintshear'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +14 (+4 eff.) Changes stats: +3 Wil / +1 Cun / +5 Lck Changes damage: +9% light Talent mastery: +0.21 Technique / Assassination Mental save: +10 (+3 eff.) Confusion immunity: +18% Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum hate: +2.00 Mindpower: +9 (+3 eff.) Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
voratun amulet 'Flarewinnow'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances cap: +4% all Changes resistances penetration: +10% fire Changes damage: +9% fire Talent mastery: +0.31 Cunning / Trapping Physical save: +12 (+3 eff.) Blindness immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
voratun amulet 'Radhehad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +5 Str / +4 Wil Grants telepathy: Demon/Minor Demon/Major Teleport immunity: +50% Life regen: +1.00 Healing mod.: +35% It can be used to teleport you randomly (rad 56), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Arthebar the GoresorrowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Fatigue: -5% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% blight / +6% lightning / +15% nature / +6% darkness Maximum encumbrance: +27 Spell save: +10 (+5 eff.) Poison immunity: +11% Disease immunity: +10% Rings can have magical properties. |
Boltgrit the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +12% darkness / +18% lightning Changes resistances penetration: +10% lightning Changes damage: +21% lightning / +9% fire / +15% darkness Blindness immunity: +30% Infravision radius: +5 See stealth: +13 See invisible: +11 Rings can have magical properties. |
BregalegrimPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Changes stats: +2 Dex / +4 Con Changes resistances: +40% lightning / +3% physical Changes damage: +20% lightning Silence immunity: +50% Life regen: +2.40 Mana each turn: +0.36 Only die when reaching: -60.00 life Maximum life: +100.00 Healing mod.: +35% Rings can have magical properties. |
Dimshine the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +15% blight Changes resistances penetration: +10% darkness Spell save: +9 (+5 eff.) Stun/Freeze immunity: +10% Rings can have magical properties. |
ErigenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances: +5% arcane / +15% blight Changes resistances penetration: +10% blight / +5% arcane Changes damage: +6% blight / +6% all Silence immunity: +32% Stun/Freeze immunity: +41% Life regen: +1.80 Mana each turn: +0.23 Spellpower: +13 (+4 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Flashparry the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +20% darkness / +12% lightning Changes resistances penetration: +25% lightning Changes damage: +18% lightning Stun/Freeze immunity: +29% Life regen: +2.00 Rings can have magical properties. |
Neryna the CracklegleanPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% light Spell save: +6 (+3 eff.) Blindness immunity: +32% Knockback immunity: +20% Only die when reaching: -80.00 life Infravision radius: +5 See stealth: +10 See invisible: +8 Rings can have magical properties. |
ShockstreakPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +7 Mag / +7 Wil / +5 Con Changes resistances: +18% lightning / +2% physical Physical save: +10 (+2 eff.) Spell save: +18 (+9 eff.) Disarm immunity: +45% Pinning immunity: +39% Knockback immunity: +40% Maximum life: +42.00 Maximum stamina: +40.00 Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Splendourgore the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Con Changes damage: +6% mind Physical save: +10 (+2 eff.) Equilibrium when hit: +0.12 Maximum hate: +4.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Sunwinter the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +9 Str / +3 Mag / +4 Wil / +3 Cun Changes damage: +6% fire Grants telepathy: Humanoid/Orc Disarm immunity: +29% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +36.00 Rings can have magical properties. |
Tulinarikalthorig the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +9% acid / +6% temporal / +5% arcane Reduces incoming crit damage: 15.00% Blindness immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
VenomsweepCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 fire Changes stats: +3 Dex Changes damage: +6% fire Rings can have magical properties. |
Yaramas the ArcreamInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +12 Cun / +10 Dex Changes resistances: +15% blight / +6% lightning / +15% nature / +15% acid Changes resistances penetration: +10% lightning / +29% mind Mental save: +30 (+10 eff.) Poison immunity: +30% Disease immunity: +27% Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Rings can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Mental save: +10 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
painweaver's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Changes damage: +7% all Spellpower: +17 (+4 eff.) Mindpower: +17 (+5 eff.) Rings can have magical properties. |
steel ring 'Blazewill'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +5 Dex / +4 Wil / +8 Cun Changes resistances: +12% fire Silence immunity: +28% Mana each turn: +0.18 Rings can have magical properties. |
steel ring 'Layolrarin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% blight / +3% cold / +24% nature / +6% acid Changes resistances penetration: +15% mind Changes damage: +12% nature Spell save: +36 (+16 eff.) Rings can have magical properties. |
steel ring 'Malorek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +34% acid Changes damage: +14% acid Critical mult.: +9.00% Physical save: +6 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +15.00 Rings can have magical properties. |
steel ring 'Yviramira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Physical save: +48 (+12 eff.) Disarm immunity: +15% Teleport immunity: +25% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Belurim'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes stats: +1 Str / +4 Mag / +5 Wil / +4 Cun Critical mult.: +5.00% Spell save: +8 (+4 eff.) Life regen: +0.40 Mindpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
voratun ring 'Blazemonster'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Con Changes resistances: +38% darkness / +9% light Changes resistances penetration: +10% light Changes damage: +19% darkness / +9% nature Spell save: +17 (+9 eff.) Maximum stamina: +31.00 Spellpower: +15 (+4 eff.) Mindpower: +17 (+5 eff.) Mental crit. chance: +10% Rings can have magical properties. |
warrior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Brandmaster the stralite dagger (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Cun, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Damage when hit (Melee): 12 physical Changes resistances: +2% physical Critical mult.: +15.00% Only die when reaching: -60.00 life Maximum life: +40.00 Sharp, short and deadly. |
Cinderwreck the voratun dagger (51.5-66.95 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.5 - 67.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 64% chance to disease Damage (Melee): +15 blight / +10 darkness Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 blight / +8 fire Damage against: +13% Living When wielded/worn: Damage when hit (Melee): 8 darkness / 4 fire Changes resistances: +3% fire Sharp, short and deadly. |
Eclipselady the voratun dagger (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to daze at end of turn Damage (Melee): +8 darkness When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes stats: +6 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +8% lightning Changes damage: +6% acid / +30% darkness Grants telepathy: Dragon Infravision radius: +2 See invisible: +6 Sharp, short and deadly. |
voratun dagger 'Woesun' (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 darkness Burst (radius 1) on hit: +32 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+3 eff.) Changes resistances: +6% darkness Changes damage: +6% mind / +9% fire Disarm immunity: +40% Sharp, short and deadly. |
living mindstar 'Duradig' (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +8 Cun / +11 Wil Changes resistances: +13% acid / +15% blight Changes resistances penetration: +17% acid / +10% blight Changes damage: +20% acid Critical mult.: +24.00% Physical save: +10 (+2 eff.) Life regen: +1.40 Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Alyrak (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +21.0% Physical power: +6 (+1 eff.) Armour: +8 Changes stats: +3 Mag Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +21 (+6 eff.) Spell crit. chance: +8% Infravision radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 174 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." |
Serpentking the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to corrode armour by 30% Damage (Melee): +8 acid Burst (radius 2) on crit: +12 nature / +8 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +13 Con Changes resistances: +6% nature Changes resistances penetration: +10% acid Changes damage: +30% darkness / +3% acid Talent granted: +1 Command Staff Life regen: +3.70 Spellpower: +54 (+11 eff.) Spell crit. chance: +5% Healing mod.: +53% Staves designed for wielders of magic, by the greats of the art. |
Toraruidor the Kindlekiss (30-36 power, 6 apr, acid element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20 arcane resource burn * 20% chance to blind When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +10.0% Physical power: +13 (+2 eff.) Changes stats: +13 Con Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +30% acid / +6% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spell save: +26 (+12 eff.) Life regen: +3.30 Spellpower: +43 (+9 eff.) Spell crit. chance: +9% Healing mod.: +57% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Belidunabers' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+0 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +21 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +4.90 Spellpower: +41 (+8 eff.) Spell crit. chance: +5% Infravision radius: +1 Healing mod.: +81% Staves designed for wielders of magic, by the greats of the art. |
Morningream the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +22 (+6 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +14% lightning / +14% temporal Changes resistances penetration: +15% mind / +10% light Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +13 Mental save: +10 (+3 eff.) Mental crit. chance: +18% A belt that goes around your waist. |
drakeskin leather belt 'Morningstrider'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Changes stats: +7 Dex / +5 Wil / +6 Cun / +2 Con / +8 Lck Changes resistances: +10% acid / +9% light / +9% fire / +9% cold / +8% lightning Changes damage: +12% light Trap disarming bonus: +19 Stealth bonus: +10 Mental save: +14 (+4 eff.) Maximum life: +86.00 Maximum stamina: +10.00 Infravision radius: +6 A belt that goes around your waist. |
hardened leather belt 'Burnlace'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% mind Changes resistances penetration: +10% fire Changes damage: +9% mind Critical mult.: +9.00% Trap disarming bonus: +7 Stealth bonus: +6 Life regen: +0.70 Infravision radius: +3 Healing mod.: +10% A belt that goes around your waist. |
pair of drakeskin leather boots 'Magmaspire' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 37% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +8 Dex / +6 Mag / +15 Lck Changes resistances: +6% acid / +3% mind Changes resistances penetration: +10% mind Changes damage: +24% fire Stealth bonus: +15 Spell save: +8 (+4 eff.) Spellpower: +6 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Isura (6 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +26 Physical power: +7 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Str / +14 Dex / +12 Cun Changes resistances: +12% blight Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) Spell save: +18 (+9 eff.) Disarm immunity: +0% Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +36 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * Slows global speed by 24% * 17% chance to corrode armour by 30% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Airbringer the elven-silk wizard hat (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Defense: +3 (+1 eff.) Changes stats: +10 Mag / +9 Con Changes resistances penetration: +15% lightning Changes damage: +20% arcane / +6% physical Critical mult.: +3.00% Life regen: +6.00 Mana each turn: +0.40 Maximum life: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Shield Power: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Boltream (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +8 Dex Changes resistances: +9% lightning / +10% cold / +13% darkness Changes damage: +6% physical Allows you to breathe in: water Physical save: +20 (+5 eff.) Mental save: +0 (+0 eff.) Maximum life: +20.00 Infravision radius: +4 A cap made of leather. |
Drirek (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +0 Cun / +8 Dex Changes resistances: +10% fire / +9% mind / +11% cold Changes resistances penetration: +25% physical Changes damage: +15% physical Mental save: +0 (+0 eff.) A pointy cloth hat, very wizardly... |
Helm of Knowledge (0 def, 12 armour)Requires: - Talent 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 Mental save: +0 (+0 eff.) Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 18 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Phoenixspiker the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +4 Cun / +15 Dex Changes resistances: +22% lightning / +14% temporal / +25% darkness / +6% fire Changes damage: +12% fire Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ragisin (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +2 Wil / +0 Cun / +4 Con Changes resistances penetration: +10% arcane Critical mult.: +15.00% Mental save: +0 (+0 eff.) Blindness immunity: +10% Poison immunity: +5% Knockback immunity: +10% Mana each turn: +2.14 Mana when hit: +1.70 Maximum mana: +68.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +4% It can be used to activate talent Stone Wall, placing all other charms into a 70 cooldown : Effective talent level: 1.0 Power cost: 70 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 52.98 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Sileba the Duathelvagrant (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Wil Changes resistances: +15% darkness Changes resistances penetration: +25% darkness Critical mult.: +15.00% Physical save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Maximum vim: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wretchjam (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 darkness / 12 nature Changes stats: +6 Mag / +7 Con Changes resistances: +12% nature / +15% darkness Changes resistances penetration: +31% nature / +30% darkness Changes damage: +19% arcane / +24% nature Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Hanurorain' (0 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Armour: +13 Fatigue: -1% Changes stats: +7 Str / +3 Mag / +16 Wil / +17 Lck Changes resistances: +15% blight / +11% physical Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Mental save: +15 (+5 eff.) Spell crit. chance: +8% Mental crit. chance: +8% See invisible: +9 A hat made of leather. Very stylish. |
drakeskin leather armour 'Islethra' (11 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes stats: +8 Str Changes resistances: +32% physical / +16% darkness / +30% fire / +10% mind / +12% nature Physical save: +31 (+8 eff.) Mental save: +20 (+6 eff.) Blindness immunity: +5% Silence immunity: +10% Confusion immunity: +15% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Urthamnir' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 13 acid / 17 fire Damage when hit (Melee): 11 acid / 10 fire Changes stats: +5 Con Changes resistances: +15% acid / +26% fire / +15% light / +16% darkness Critical mult.: +15.00% Cut immunity: +10% Silence immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
spiked mummy wrappings (5 def, 2 armour)Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 14 physical Changes resistances: -25% fire Decaying mummy wrappings. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2324 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. |
11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hathinarileg the voratun pickaxe (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Str / +3 Wil / +4 Cun Changes resistances: +9% physical Mental crit. chance: +8% Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.9 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Jetsweeper the voratun pickaxe (dig speed 13 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -18% Changes stats: +10 Str / +2 Mag / +3 Cun Changes resistances: +12% mind / +9% darkness Changes damage: +15% mind / +15% fire Mental save: +15 (+5 eff.) Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skyfear the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +8 Str Changes resistances: +14% nature / +9% lightning Changes damage: +18% lightning / +10% nature / +9% light Maximum life: +29.00 Maximum stamina: +28.00 Light radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Aerydil' (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+1 eff.) Fatigue: -10% Effects on melee hit: * 31% chance to corrode armour by 30% Changes stats: +7 Str / +5 Mag Changes resistances penetration: +10% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +19.00% Equilibrium when hit: +0.08 Maximum mana: +49.00 Maximum hate: +8.00 Spell crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glitterpiety the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +6% nature / +6% temporal Changes damage: +12% light / +6% temporal Light radius: +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Lightningstreak the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 32% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 20 lightning Changes resistances: +9% darkness Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +32% lightning Physical save: +11 (+3 eff.) Light radius: +3 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
Malirand the LoamstriderPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 39% * 39% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 28 fire Changes stats: +4 Dex / +6 Mag Changes resistances: +15% nature / +10% fire Changes resistances penetration: +15% acid Changes damage: +6% acid Light radius: +4 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Torchhash the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 fire Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +20% blight Changes damage: +6% blight / +9% fire / +21% arcane Mental save: +9 (+3 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubemina the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Critical mult.: +3.00% Physical save: +6 (+1 eff.) Life regen: +1.60 Stamina each turn: +0.60 Light radius: +2 Healing mod.: +12% 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. |
alchemist's lamp 'Bethybeth'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances penetration: +10% blight / +10% mind Changes damage: +15% mind / +12% blight Physical save: +11 (+3 eff.) Light radius: +3 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Burnpulverizer'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +6% acid / +17% fire Changes resistances penetration: +20% acid / +25% fire Changes damage: +18% acid / +12% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
61 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
18 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. |
23 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. |
12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 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. |
useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock, costing 9 power out of 10/10. Awesome rock!!! |
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, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing healing salve [power 828] amazing healing salve [power 828]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 259% efficiency and 88% cooldown modifier. It can be used to heal 828, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 828] amazing healing salve [power 828]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 259% efficiency and 88% cooldown modifier. It can be used to heal 828, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing unstoppable force salve [power 230] amazing unstoppable force salve [power 230]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 259% efficiency and 88% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 230 and healing factor by half, putting Talent Medical Injector on cooldown for 16 turns. Medical salve. |
powerful healing salve [power 598] powerful healing salve [power 598]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 259% efficiency and 88% cooldown modifier. It can be used to heal 598, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful healing salve [power 598] powerful healing salve [power 598]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 259% efficiency and 88% cooldown modifier. It can be used to heal 598, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +9 (+2 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
great fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Blackblood [power 109] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +9% acid Changes resistances penetration: +10% lightning Changes damage: +21% darkness Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 109 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Cyrariavena the steel torque of thermal psionic shield [power 49] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Cun / +6 Con Talent granted: +2 Telekinetic Blast Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Ragylakor [power 51] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind / 16 temporal Changes resistances: +15% mind Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Blazefoe the yew totem of healing [power 155] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag Changes resistances: +15% light Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal a target within range 7 (based on Willpower) for 155, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Blindwake [power 162] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% fire Changes resistances penetration: +10% light / +10% fire Changes damage: +6% light Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Light radius: +3 It can be used to heal a target within range 7 (based on Willpower) for 162, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Erelirach the elven-wood totem of cure ailments [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Con / +10 Wil Grants telepathy: All Reduces incoming crit damage: 5.00% Infravision radius: +3 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Galepunish [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +9% nature / +12% darkness Changes resistances penetration: +10% darkness / +25% lightning Changes damage: +33% lightning It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Issuharazor the Skykiss [power 69] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Grants telepathy: All Talent cooldown: Lay Web (-1 turn) Talent granted: +5 Lay Web Mental save: +30 (+10 eff.) Equilibrium when hit: +0.24 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Rainrend' [power 122] (28 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Changes resistances penetration: +10% nature Changes damage: +12% nature It can be used to harden the skin for 7 turns increasing armour by 122 and armour hardiness by 60%, putting all charms on cooldown for 28 turns. When used: 100% chance to regenerate 20 stamina. Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Beylin the yew wand of conjuration [power 295] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Str Stamina each turn: +1.60 It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Deladar [power 511] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes resistances: +12% mind / +9% blight Changes resistances penetration: +10% mind Changes damage: +31% blight It can be used to fire a bolt of a random element with (base) damage 256 to 511, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of conjuration [power 397] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 198 to 397, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of firewall 'Erelorefang' [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 arcane Changes resistances penetration: +25% arcane Changes damage: +24% blight / +9% arcane / +15% mind It can be used to creates a wall of flames lasting 4 turns (dealing 198 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
19 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. |
22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 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. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Arsdu the Cornac Rogue level 40
29th Pyre 123rd year of Ascendancy at 15:24 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 07:45 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Arsdu the Cornac Rogue level 40
27th Pyre 123rd year of Ascendancy at 18:53 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Arsdu the Cornac Rogue level 45
49th Pyre 123rd year of Ascendancy at 17:11 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Arsdu the Cornac Rogue level 46
64th Pyre 123rd year of Ascendancy at 21:13 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Arsdu the Cornac Rogue level 50
9th Haze 123rd year of Ascendancy at 07:43 see stats
Bookception! (Exploration mode)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Arsdu the Cornac Rogue level 50
37th Regrowth 124th year of Ascendancy at 19:01 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Arsdu the Cornac Rogue level 43
44th Pyre 123rd year of Ascendancy at 20:34 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Arsdu the Cornac Rogue level 41
36th Pyre 123rd year of Ascendancy at 06:32 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Arsdu the Cornac Rogue level 50
9th Allure 124th year of Ascendancy at 00:51 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Arsdu the Cornac Rogue level 18
42nd Dusk 122nd year of Ascendancy at 07:31 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By Arsdu the Cornac Rogue level 50
21st Regrowth 124th year of Ascendancy at 16:28 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Arsdu the Cornac Rogue level 50
16th Haze 123rd year of Ascendancy at 01:21 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Arsdu the Cornac Rogue level 42
40th Pyre 123rd year of Ascendancy at 18:36 see stats
Dethroned (Exploration mode)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Arsdu the Cornac Rogue level 50
52nd Dusk 123rd year of Ascendancy at 15:42 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Arsdu the Cornac Rogue level 37
21st Pyre 123rd year of Ascendancy at 01:31 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Arsdu the Cornac Rogue level 34
2nd Pyre 123rd year of Ascendancy at 20:56 see stats
Evil denied (Exploration mode)
Won ToME by preventing the Void portal from opening.By Arsdu the Cornac Rogue level 50
15th Pyre 124th year of Ascendancy at 17:42 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Arsdu the Cornac Rogue level 24
66th Haze 122nd year of Ascendancy at 19:41 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arsdu the Cornac Rogue level 34
3rd Pyre 123rd year of Ascendancy at 20:12 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Arsdu the Cornac Rogue level 50
61st Regrowth 124th year of Ascendancy at 18:00 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Arsdu the Cornac Rogue level 50
16th Haze 123rd year of Ascendancy at 02:44 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 07:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Arsdu the Cornac Rogue level 47
65th Pyre 123rd year of Ascendancy at 22:54 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Arsdu the Cornac Rogue level 50
46th Haze 123rd year of Ascendancy at 12:33 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Arsdu the Cornac Rogue level 33
46th Regrowth 123rd year of Ascendancy at 08:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Arsdu the Cornac Rogue level 10
4th Flare 122nd year of Ascendancy at 22:02 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Arsdu the Cornac Rogue level 20
4th Haze 122nd year of Ascendancy at 17:53 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Arsdu the Cornac Rogue level 30
5th Allure 123rd year of Ascendancy at 16:56 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Arsdu the Cornac Rogue level 40
26th Pyre 123rd year of Ascendancy at 16:07 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Arsdu the Cornac Rogue level 50
1st Dusk 123rd year of Ascendancy at 06:18 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 07:45 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Arsdu the Cornac Rogue level 50
58th Regrowth 124th year of Ascendancy at 11:26 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Arsdu the Cornac Rogue level 48
66th Pyre 123rd year of Ascendancy at 07:35 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Arsdu the Cornac Rogue level 18
51st Dusk 122nd year of Ascendancy at 00:10 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Arsdu the Cornac Rogue level 50
48th Haze 123rd year of Ascendancy at 15:56 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Arsdu the Cornac Rogue level 41
37th Pyre 123rd year of Ascendancy at 23:20 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Arsdu the Cornac Rogue level 40
27th Pyre 123rd year of Ascendancy at 18:52 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Arsdu the Cornac Rogue level 32
8th Regrowth 123rd year of Ascendancy at 08:37 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Arsdu the Cornac Rogue level 43
41st Pyre 123rd year of Ascendancy at 01:33 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By Arsdu the Cornac Rogue level 50
15th Pyre 124th year of Ascendancy at 17:40 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 07:45 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 02:17 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Arsdu the Cornac Rogue level 10
5th Flare 122nd year of Ascendancy at 19:22 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Arsdu the Cornac Rogue level 22
27th Haze 122nd year of Ascendancy at 07:45 see stats
The Sun Still Shines (Exploration mode)
Aeryn survived the last battle.By Arsdu the Cornac Rogue level 50
15th Pyre 124th year of Ascendancy at 17:42 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Arsdu the Cornac Rogue level 43
45th Pyre 123rd year of Ascendancy at 09:06 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Arsdu the Cornac Rogue level 15
27th Dusk 122nd year of Ascendancy at 06:52 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Arsdu the Cornac Rogue level 48
6th Mirth 123rd year of Ascendancy at 07:37 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Arsdu the Cornac Rogue level 50
48th Dusk 123rd year of Ascendancy at 08:29 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Arsdu the Cornac Rogue level 25
76th Haze 122nd year of Ascendancy at 00:10 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Arsdu the Cornac Rogue level 14
14th Dusk 122nd year of Ascendancy at 23:43 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Arsdu the Cornac Rogue level 39
26th Pyre 123rd year of Ascendancy at 13:17 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Arsdu the Cornac Rogue level 50
50th Dusk 123rd year of Ascendancy at 09:59 see stats
Log
There is an item here: Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)
There is an item here: Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)
There is an item here: Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)
There is an item here: Kor's Fall (10-12 power, 0 apr, darkness element)
Ran for 2 turns (stop reason: object seen).
There is an item here: Rod of Spydric Poison (3/3)
There is an item here: Rod of Annulment (1/1)
Ran for 2 turns (stop reason: object seen).
There is an item here: Chromatic Harness (10 def, 14 armour)
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Latafayn (68-108.8 power, 5 apr)
There is an item here: Dethblyd (70-112 power, 18 apr)
There is an item here: Champion's Will (67-107.2 power, 22 apr)
There is an item here: Borosk's Hate (60-96 power, 22 apr)
There is an item here: Genocide (42-67.2 power, 4 apr)
Ran for 2 turns (stop reason: object seen).
You don't see how to get there...
Arsdu deactivates Quickdraw.
Arsdu deactivates Stealth.
Arsdu deactivates Lacerating Strikes.
Arsdu deactivates Apply Poison.
Arsdu deactivates Crippling Poison.
Arsdu deactivates Numbing Poison.
Arsdu deactivates Trained Reactions.




































































































































































