










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 50 / 3136% |
| Size | huge |
| Lifes / Deaths | Killed by Ivogakira the green worm mass at level 6 on the 79th Pyre 122nd year of Ascendancy at 15:13 0 / 7Killed by Xamorik the wretchling at level 19 on the 19th Haze 122nd year of Ascendancy at 03:40 Killed by Izilisete the wretchling at level 20 on the 20th Haze 122nd year of Ascendancy at 19:06 Killed by Polura the elven guard at level 29 on the 70th Haze 122nd year of Ascendancy at 20:29 Killed by Poritha the orc warrior at level 41 on the 78th Pyre 123rd year of Ascendancy at 07:08 Killed by Glorina the sandworm destroyer at level 42 on the 2nd Flare 123rd year of Ascendancy at 01:50 Killed by overpowered greater multi-hued wyrm at level 50 on the 12nd Dusk 124th year of Ascendancy at 04:38 |
Primary Stats
| Strength | 131 (base 63) |
| Dexterity | 103 (base 61) |
| Constitution | 53 (base 14) |
| Magic | 131 (base 63) |
| Willpower | 58 (base 9) |
| Cunning | 99 (base 31) |
Resources
| Life | 1996/1996 |
| Mana | 599/774 |
| Stamina | 346/352 |
| Vim | 192/211 |
| Healing Factor | 1.7 |
| Regeneration | 0.425 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 23 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 247 |
| Accuracy | 76 |
| Crit Chance | 63% |
| APR | 75 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 69 |
| Crit Chance | 80% |
| APR | 26 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 72% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +46% |
| Blight | +49% |
| Arcane | +144% |
| Cold | +91% |
| All | +31% |
| Lightning | +111% |
| Light | +58% |
| Mind | +61% |
| Physical | +46% |
| Darkness | +86% |
| Fire | +91% |
| Nature | +61% |
Offense: Damage Penetration
| Physical | +20% |
| Lightning | +45% |
| Mind | +25% |
| Cold | +40% |
| Blight | +35% |
| Arcane | +65% |
| Fire | +40% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 85.446146463914 (93.924050632911%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 29 |
| Physical Save | 93 |
| Spell Save | 84 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 38%( 70%) |
| Mind | + 27%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 52%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 57% |
| Fear Resistance | 0% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 42% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 938 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 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 34 for 13 turns. While Heroism is active, you will only die when reaching -1407 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 464 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.40 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Brutality | 1.40 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Horrifying Blows |
| talent | Premonition |
| talent | Abyssal Shield |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1777. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | pair of voratun boots 'Cureriver' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +6 Cun / +9 Con Changes resistances penetration: +15% mind Changes damage: +9% mind / +18% nature Physical save: +25 (+5 eff.) Mental save: +23 (+6 eff.) Silence immunity: +42% Confusion immunity: +47% Stun/Freeze immunity: +42% It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 1.1 Power cost: 20 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Bogstreak'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% blight / +6% lightning / +24% light / +28% darkness Changes resistances penetration: +5% lightning Changes damage: +15% darkness / +12% nature / +27% light Damage affinity(heal): +5% light / +5% darkness Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +10 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 422.63 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Glarikira 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: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +12 Str / +10 Dex / +2 Mag Changes resistances: +15% lightning / +14% temporal / +25% darkness Changes damage: +18% arcane Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1445.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Will of Ul'Gruth (0 def, 15 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: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 20 power out of 25/25) : Effective talent level: 4.2 Power cost: 20 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 167% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 19. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | Ulymas the voratun pickaxe (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +7 Con Changes resistances: +6% mind Changes resistances penetration: +5% arcane Changes damage: +12% mind / +3% blight Spell save: +3 (+0 eff.) Spellpower: +4 (+0 eff.) Lowers spell cool-downs by: 10% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Gyldath'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +25 Mag / +16 Wil Changes resistances: +38% darkness Changes resistances penetration: +25% blight / +5% arcane Changes damage: +19% darkness Reduces incoming crit damage: 10.00% Maximum encumbrance: +40 Physical save: +13 (+2 eff.) Spell save: +18 (+3 eff.) Maximum stamina: +15.00 Spellpower: +27 (+4 eff.) Rings can have magical properties. |
| On fingers | voratun ring 'Mydebers'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Fatigue: -6% Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +2 Mag / +8 Wil / +16 Cun Changes resistances: +20% arcane Changes resistances penetration: +10% physical Changes damage: +20% arcane / +9% mind Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +3.00 Maximum life: +30.00 Maximum hate: +15.00 Mindpower: +15 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes damage: +20% lightning / +9% all Damage affinity(heal): +20% lightning Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Movement speed: +15% Healing mod.: +50% Chance to avoid any damage: +8% Amulets can have magical properties. |
| In main hand | 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 (+8 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 156 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." |
| Around waist | drakeskin leather belt 'Emavea'Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Str / +6 Dex / +7 Wil / +7 Cun / +5 Con Changes resistances: +15% lightning / +16% temporal Physical save: +31 (+6 eff.) Spell save: +20 (+4 eff.) Mental save: +26 (+6 eff.) Heals friendly targets nearby when you use a nature summon: +40 Size category: +1 A belt that goes around your waist. |
| In off hand | Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.24 acid and 27.80 blight damage. If not cleared after five turns it will inflict 157.85 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | Daimevor the elven-silk cloak (18 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +18 (+6 eff.) Changes stats: +6 Str / +8 Con Changes resistances: +9% temporal Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +12% physical Critical mult.: +27.00% Physical save: +36 (+7 eff.) Spell save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +106.00 Maximum mana: +100.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nynor the Darkminister (23 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +24 Defense: +23 (+8 eff.) Fatigue: +26% Damage (Melee): 20 acid / 16 fire Damage when hit (Melee): 14 acid / 14 fire Changes stats: +4 Cun Changes resistances: +27% acid / +30% fire / +20% light / +20% darkness Changes damage: +6% darkness / +3% physical Physical save: +18 (+3 eff.) Mental save: +25 (+6 eff.) Stamina each turn: +0.20 Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 427)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 427 and cleanse 1 wound and 1 poison effect. 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. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 1004 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1004 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 876 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 876 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the psychic (rad 6; power 59; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 59) for 4 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. |
wild infusion of the duelist (resist 34%; cure magical, mental)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 34% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 36%; cure magical, mental)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 39%; cure magical, mental)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 magical or mental effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (1038% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 1038% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the warrior (1076% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 1076% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the wizard (981% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (850% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (1018% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 85.46 physical damage and 188.48 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 (+26 for 10 turns, die at -1133)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: 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 26 for 10 turns. While Heroism is active, you will only die when reaching -1133 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (+27 for 12 turns, die at -1010)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: 21 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 27 for 12 turns. While Heroism is active, you will only die when reaching -1010 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. Press to compare to your current inscriptions |
heroism infusion of the wizard (+32 for 12 turns, die at -965)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: 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 32 for 12 turns. While Heroism is active, you will only die when reaching -965 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+31 for 10 turns, die at -1371)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 31 for 10 turns. While Heroism is active, you will only die when reaching -1371 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the wizard (+31 for 10 turns, die at -956)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: 27 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 31 for 10 turns. While Heroism is active, you will only die when reaching -956 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 294 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 273 for 3 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: 20 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 273 damage for 3 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. |
shielding rune of the warrior (absorb 631 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: 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 631 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1012 for 7 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1012 damage for 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 897 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 897 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
AirvalorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning / +12% fire / +14% cold Changes resistances penetration: +10% mind Amulets can have magical properties. |
DimwitchCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +3% darkness Changes resistances penetration: +10% acid Changes damage: +9% darkness Critical mult.: +14.00% Amulets can have magical properties. |
Kyntir the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +3 Mag Changes damage: +6% mind Critical mult.: +10.00% Mental save: +10 (+2 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Sparkglean the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances penetration: +25% lightning Amulets can have magical properties. |
Kiblek the SkygleanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +8 (+2 eff.) Defense: +14 (+5 eff.) Damage when hit (Melee): 8 lightning Changes stats: +10 Lck Changes resistances penetration: +10% blight Critical mult.: +9.00% Healing mod.: +15% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Scorpionvile the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Changes damage: +3% nature Physical save: +25 (+5 eff.) Blindness immunity: +15% Stun/Freeze immunity: +29% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Shard of InsanityRequires: - Level 15 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 24 power out of 30/30) : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 17% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. This item has been sent to the Item's Vault. |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
AerudabaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +7 Dex / +5 Wil / +11 Cun / +7 Con Changes resistances: +6% mind / +12% temporal Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) Confusion immunity: +17% Pinning immunity: +37% Knockback immunity: +36% Life regen: +0.70 Stamina each turn: +0.70 Mindpower: +9 (+3 eff.) Light radius: +1 Movement speed: +10% Amulets can have magical properties. |
SalanaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 mind Changes resistances: +3% mind / +15% lightning Changes damage: +15% mind Critical mult.: +18.00% Amulets can have magical properties. |
stralite amulet 'Betuma'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 blight / 12 temporal Changes stats: +1 Wil / +5 Mag Changes resistances penetration: +5% temporal Changes damage: +8% acid / +7% fire / +8% cold / +8% lightning Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Amulets can have magical properties. |
Arthifast the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Dex Changes resistances: +33% light / +26% darkness Changes resistances cap: +6% all Physical save: +20 (+4 eff.) Blindness immunity: +39% Disease immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Camudan the BlazecastInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +10 (+2 eff.) Defense: +18 (+6 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 arcane / 8 lightning Changes stats: +15 Lck / +9 Con Changes damage: +3% lightning / +10% physical / +12% mind / +3% arcane Combat speed: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
CyrylrataPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +13 (+5 eff.) Ranged Defense: +4 (+2 eff.) Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes stats: +8 Mag Changes resistances cap: +6% all Changes damage: +3% temporal / +13% light / +12% darkness Physical save: +23 (+4 eff.) Mental save: +20 (+5 eff.) Poison immunity: +20% Amulets can have magical properties. |
FlamebrawnCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Fatigue: -12% Changes stats: +2 Str / +2 Dex Changes damage: +6% fire / +10% physical Reduces incoming crit damage: 15.00% Maximum life: +20.00 Combat speed: +10% Amulets can have magical properties. |
FlamekillerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes stats: +6 Mag / +4 Wil / +3 Con Changes resistances: +6% fire Changes resistances cap: +7% all Changes damage: +7% acid / +8% fire / +7% cold / +6% lightning Talent mastery: +0.40 Technique / Combat training Physical save: +25 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% See invisible: +3 Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 4.0 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 398.17 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
MayodaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Fatigue: -9% Changes stats: +5 Mag Changes resistances: +9% blight Changes damage: +6% acid / +7% fire / +7% cold / +7% lightning Spell save: +25 (+5 eff.) Knockback immunity: +10% Teleport immunity: +50% Life regen: +2.80 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
RadiancebrawnInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +5 Con Changes resistances: +25% darkness / +39% light / +5% arcane / +26% fire / +6% nature / +25% cold Physical save: +18 (+3 eff.) Blindness immunity: +44% Life regen: +1.30 Maximum life: +74.00 Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 8 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. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 29.88 cold and 22.84 physical damage (based on Willpower) each turn and knocking opponents back, costing 47 power out of 60/60. This azure ring seems to be always moist to the touch. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
BorilesinPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun / +5 Con Changes resistances: +28% light / +30% lightning Changes damage: +14% light / +15% lightning Grants telepathy: Dragon Demon/Major Demon/Minor Spell save: +15 (+3 eff.) Maximum stamina: +16.00 Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Rings can have magical properties. |
ElebaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Changes resistances: +20% acid / +18% fire / +16% lightning / +20% cold Spell save: +20 (+4 eff.) Blindness immunity: +37% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spell crit. chance: +4% Infravision radius: +4 See stealth: +21 See invisible: +12 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% 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. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
AerewynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Dex Changes resistances: +6% blight / +3% cold Spell save: +12 (+2 eff.) Pinning immunity: +15% Rings can have magical properties. |
BoreladasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +7 Cun / +8 Dex Changes damage: +6% blight / +3% temporal / +6% arcane Physical save: +13 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+4 eff.) Life regen: +0.90 Maximum life: +64.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Healing mod.: +19% Rings can have magical properties. |
Duryneg the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +15 Armour: +20 Defense: +17 (+6 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Str / +1 Dex / +11 Con Changes damage: +6% arcane Physical save: +24 (+5 eff.) Cut immunity: +25% Confusion immunity: +10% Knockback immunity: +5% Spellpower: +4 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% 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. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 143.94 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 25 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
IvyllePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +8 Str / +7 Con Changes resistances: +27% acid / +6% blight / +26% fire / +22% cold / +10% lightning Changes resistances penetration: +5% mind Mental save: +12 (+3 eff.) Confusion immunity: +35% Rings can have magical properties. |
MnemonicRequires: - Level 35 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 24 power out of 30/30) : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. This item has been sent to the Item's Vault. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void OrbRequires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 558.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. This item has been sent to the Item's Vault. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Belidavea'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +27 (+5 eff.) Defense: +14 (+5 eff.) Changes stats: +9 Str / +2 Dex / +7 Mag / +13 Cun / +9 Con Life regen: +0.40 Stamina each turn: +0.80 Spellpower: +13 (+2 eff.) Rings can have magical properties. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. This item has been sent to the Item's Vault. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 293.46 to 880.38 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 756.28 to 1512.56 physical damage (based on Strength) to each, costing 39 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. This item has been sent to the Item's Vault. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. This item has been sent to the Item's Vault. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 312.49 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+1 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. This item has been sent to the Item's Vault. |
The Calm (15 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This item has been sent to the Item's Vault. |
Black Robe (6 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. This item has been sent to the Item's Vault. |
Shockquell the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning Changes stats: +9 Str Changes resistances: +28% lightning / +15% physical / +29% light / +6% temporal / +38% darkness Changes resistances penetration: +15% temporal Changes damage: +18% temporal Light radius: +1 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.2 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Ebonyterror' (24 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +26 Defense: +24 (+8 eff.) Fatigue: +26% Damage when hit (Melee): 13 light / 12 darkness Changes stats: +6 Cun / +6 Wil Changes resistances: +26% blight / +26% darkness / +30% lightning Changes damage: +12% arcane Mental save: +25 (+6 eff.) Mana when firing critical spell: +3.00 Only die when reaching: -100.00 life Maximum mana: +60.00 Spell crit. chance: +2% Light radius: +2 A suit of armour made of metal plates. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Elyda the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +3 Dex / +5 Con Changes damage: +3% blight Physical save: +11 (+2 eff.) Life regen: +0.40 Healing mod.: +10% Size category: +1 A belt that goes around your waist. |
Manegrim the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +8 (+3 eff.) Changes resistances: +5% arcane Changes resistances penetration: +5% physical Stealth bonus: +10 Maximum encumbrance: +30 Spell save: +8 (+1 eff.) Disarm immunity: +15% Life regen: +1.50 Healing mod.: +17% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Ce'Nilaith'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +3% mind / +9% fire Physical save: +12 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +25 (+6 eff.) Mindpower: +6 (+2 eff.) Size category: +2 A belt that goes around your waist. |
hardened leather belt 'Umbrastriker'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +3 Wil Changes resistances: +5% acid / +6% light / +7% lightning / +6% fire / +7% cold / +7% darkness Changes resistances penetration: +20% arcane Mental save: +6 (+1 eff.) Maximum life: +49.00 A belt that goes around your waist. |
Branddream the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Physical power: +6 (+2 eff.) Changes stats: +6 Dex / +3 Mag / +5 Cun / +10 Lck Changes resistances: +12% fire Changes resistances penetration: +15% physical Changes damage: +12% mind Critical mult.: +16.00% Trap disarming bonus: +26 Stealth bonus: +12 Mana each turn: +0.44 Maximum life: +20.00 Maximum mana: +57.00 Maximum stamina: +10.00 Mindpower: +4 (+2 eff.) Infravision radius: +6 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
HuraromindurInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Dex Changes resistances: +9% acid / +10% fire / +7% lightning / +10% cold Changes resistances penetration: +17% physical Changes damage: +16% physical Spell save: +15 (+3 eff.) Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
Xerethra the MucustorrentPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +5 Dex Changes resistances: +12% nature Changes damage: +3% arcane Reduced damage from: +29% Summoned Mental save: +14 (+3 eff.) Spellpower: +8 (+1 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
drakeskin leather belt 'Hathihell'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +6 (+2 eff.) Armour: +4 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes stats: +6 Dex / +1 Wil / +5 Cun Critical mult.: +15.00% Mental save: +3 (+1 eff.) Disease immunity: +5% Stun/Freeze immunity: +25% Maximum life: +66.00 Mental crit. chance: +14% Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
Erudin (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Wil / +3 Cun / +3 Con Changes resistances: +15% darkness / +5% arcane Changes resistances penetration: +8% darkness Changes damage: +12% darkness Stealth bonus: +8 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Goldara the Kindleidol (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +5 Mag / +13 Wil / +11 Cun Changes damage: +6% fire Critical mult.: +5.00% Mental save: +20 (+5 eff.) Equilibrium when hit: +0.04 Spell crit. chance: +8% Mental crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Umbraquarry' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +4 Wil / +4 Con Changes resistances: +21% darkness Changes resistances penetration: +20% darkness / +10% temporal Changes damage: +25% darkness / +12% arcane Stealth bonus: +21 Physical save: +12 (+2 eff.) Mental save: +14 (+3 eff.) Maximum life: +109.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nabeth the Unlightfist (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 20 mind Changes stats: +4 Str / +3 Con Changes resistances: +15% lightning / +13% temporal / +12% darkness Changes damage: +9% fire It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Glorodath the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Mag Changes resistances: +18% lightning / +15% temporal / +3% mind Spell save: +9 (+1 eff.) Blindness immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +10% Light radius: +3 A pair of boots made of leather. |
Zanufast (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +6 Con / +6 Wil Changes resistances: +9% lightning / +15% fire / +3% nature Changes resistances penetration: +10% physical Critical mult.: +10.00% Spell save: +30 (+6 eff.) Mental save: +30 (+7 eff.) Pinning immunity: +5% Life regen: +3.90 Stamina each turn: +0.90 Maximum life: +52.00 Mindpower: +9 (+3 eff.) Movement speed: +10% Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Scaldbutcher' (8 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +8 (+3 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +8 Mag Changes resistances penetration: +30% physical Changes damage: +10% acid / +3% fire / +10% blight Critical mult.: +3.00% Disease immunity: +50% Life regen: +0.20 Spellpower: +10 (+1 eff.) A pair of boots made of leather. |
Isoda (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Con / +7 Wil Changes resistances: +18% temporal / +15% darkness / +21% cold Changes resistances penetration: +13% physical / +10% darkness / +16% temporal Only die when reaching: -80.00 life Mindpower: +10 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +16% New effects duration reduction after a teleport: +17% It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerynn the Sepsisdare (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 10% chance to disease Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +3% blight Silence immunity: +35% Confusion immunity: +31% Stun/Freeze immunity: +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Turirak' (20 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Defense: +20 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +1% physical Healing mod.: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 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 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 13 power out of 16/16) : Effective talent level: 3.0 Power cost: 13 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 152.01 to 456.04 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
Stormstone the voratun gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +18.0% Armour: +12 Damage (Melee): 15 physical Changes damage: +8% physical Critical mult.: +15.00% Physical save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +39% Mana each turn: +0.08 Vim when firing critical spell: +4.00 Spell crit. chance: +15% Mental crit. chance: +20% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 lightning Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Dimfear' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 15 mind Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +7 Dex / +5 Cun Changes resistances: +10% mind Changes resistances penetration: +10% temporal Changes damage: +3% temporal / +10% mind / +12% darkness Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 18.00% Physical save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +80.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 2) on crit: +15 mind Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Glorolratha' (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Physical crit. chance: +3.0% Armour: +13 Damage (Melee): 15 physical Changes stats: +6 Dex / +4 Wil / +3 Cun Changes damage: +11% physical Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +49% Life regen: +5.20 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +8 mind Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Scabburst the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Changes resistances penetration: +5% physical Changes damage: +6% acid / +5% lightning / +15% nature / +3% cold / +6% arcane / +6% fire Physical save: +25 (+5 eff.) Mana each turn: +0.14 Psi each turn: +0.12 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
hardened leather cap 'Ebonypall' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +12% blight / +11% arcane Physical save: +8 (+1 eff.) Mental save: +9 (+2 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.60 Spell crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Dazzleripper the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 acid Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +20% acid / -35% light / +3% darkness / +41% fire / +6% blight / +30% cold / +6% nature / +15% lightning Life regen: +8.00 Light radius: +3 A cap made of leather. |
Dragund the Kilnthorn (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 acid / 8 fire Changes resistances: +11% lightning / +11% temporal / +12% light / +22% fire / +12% nature / +29% acid / +29% blight / +13% cold / +12% darkness Changes damage: +17% blight A pointy cloth hat, very wizardly... |
Balitar the voratun helm (12 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: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +10 Cun / +6 Con Changes resistances: +15% lightning / +15% temporal / +3% nature Critical mult.: +12.00% Physical save: +14 (+3 eff.) Mental save: +35 (+8 eff.) Poison immunity: +10% Only die when reaching: -80.00 life Maximum stamina: +10.00 It can be used to activate talent Battle Cry, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dawnshaper (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: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 10 physical Changes stats: +12 Str / +8 Dex / +7 Wil Changes resistances: +6% blight / +15% physical / +9% temporal / +6% acid Changes resistances penetration: +5% fire Physical save: +15 (+3 eff.) Spell save: +9 (+1 eff.) Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1445.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turukan the Thunder's kiss (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: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Dex Changes resistances: +7% acid / +8% fire / +14% lightning / +25% cold Changes resistances penetration: +5% lightning / +15% mind Changes damage: +9% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Dazzleborn' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes resistances: +20% light / +6% blight / +6% mind / +6% nature / +20% darkness Changes resistances penetration: +20% light / +15% fire Spell save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Zubomina' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Dex / +1 Mag / +4 Cun Changes resistances: +12% cold / +25% mind / +10% fire Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Spell save: +3 (+0 eff.) Mental save: +30 (+7 eff.) Confusion immunity: +34% Hate when firing a critical mind attack: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
7 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all 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. |
12 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. |
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. |
11 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. |
14 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. |
9 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 Crystal FocusRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. This item has been sent to the Item's Vault. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
3 Windborne AzuriteRequires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
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. |
Crystal HeartRequires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. This item has been sent to the Item's Vault. |
Petrified WoodRequires: - Level 25 Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. This item has been sent to the Item's Vault. |
4 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2799 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. |
74 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. |
alchemist's lamp 'Cystwhisper'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Wil Changes resistances: +3% nature Changes resistances penetration: +5% light Changes damage: +6% nature / +6% light / +3% arcane Critical mult.: +15.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Emeladawen the ScumwitherPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% blight / +15% darkness / +6% nature Changes damage: +6% nature Mental save: +13 (+3 eff.) Equilibrium when hit: +0.08 Maximum life: +62.00 Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +9% Light radius: +4 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 41 blight damage or heals 41 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Shimmerpiercer the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 blight / 26 fire Changes resistances: +15% blight / +9% fire / +14% darkness / +6% lightning Changes resistances penetration: +10% blight Changes damage: +14% light Damage affinity(heal): +5% light Mental save: +14 (+3 eff.) Light radius: +6 See stealth: +24 See invisible: +23 It can be used to activate talent Sun Flare, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 103.57 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Ivakira'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +7 Wil Changes resistances: +6% acid Changes resistances penetration: +13% all Changes damage: +18% blight Critical mult.: +16.00% Mental save: +10 (+2 eff.) Light radius: +6 See stealth: +19 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 63 power out of 150/150) : Effective talent level: 4.0 Power cost: 63 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 80.85 cold damage and 61.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 39 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 63 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Ce'Nolranne' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% nature / +3% fire Changes resistances penetration: +15% physical Blindness immunity: +10% Cut immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Corpsezeal' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Changes stats: +3 Str Changes resistances: +10% fire / +10% darkness / +3% mind Changes damage: +6% mind Physical save: +9 (+2 eff.) Confusion immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1073.42 fire damage (based on Magic), costing 39 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 158 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1165.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Bethimilaith the iron torque of mindblast [power 93] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Mindpower: +2 (+1 eff.) It can be used to fire a blast of psionic energies in a range 8 beam dealing 60.91 to 121.83 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Brodakan the Blindusher [power 36] (35 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Wil Changes resistances penetration: +10% blight Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +2 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
Lelerath the dwarven-steel torque of thermal psionic shield [power 85] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Con Changes resistances penetration: +10% physical Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Light radius: +1 See invisible: +9 Healing mod.: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Cyruribrerin the Pitchrebel [power 117] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Physical save: +9 (+2 eff.) Spell save: +20 (+4 eff.) Pinning immunity: +5% Knockback immunity: +10% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 117 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Blindream [power 171] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% acid / +4% physical Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence Physical save: +30 (+6 eff.) Blindness immunity: +15% Knockback immunity: +10% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Airspitter' [power 4] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances penetration: +25% lightning Changes damage: +12% lightning Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Coalvice [power 25] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Elolaith [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% acid Changes resistances penetration: +15% acid / +5% arcane It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Amydir' [power 48] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +9% mind Maximum wards: +1 acid / +2 nature / +2 light Talents granted: +2 Rushing Claws +1 Ward It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Weepwill the dragonbone totem of cure ailments [power 5] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 20% chance to disease Changes resistances: +9% nature Maximum wards: +5 acid / +4 nature / +5 light Changes resistances penetration: +10% acid Changes damage: +12% blight / +6% nature Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Ward It can be used to remove up to 5 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 302.61 temporal and 429.66 darkness damage (based on Magic), costing 16 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Zubelena the dragonbone wand of firewall [power 289] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +1 Str / +2 Mag / +3 Con Maximum wards: +3 lightning / +4 temporal / +5 blight / +5 fire / +4 cold Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +1 Ward Psi when hit: +0.04 Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 552 fire damage overall), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Silalera' [power 297] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +10% blight Talents granted: +4 Strike +4 Volcano Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Damage Shield penetration: +30% It can be used to creates a wall of flames lasting 4 turns (dealing 567 fire damage overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By [OgreDoombringer+] the Ogre Doombringer level 36
78th Regrowth 123rd year of Ascendancy at 10:14 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By [OgreDoombringer+] the Ogre Doombringer level 49
38th Haze 123rd year of Ascendancy at 08:11 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By [OgreDoombringer+] the Ogre Doombringer level 36
76th Regrowth 123rd year of Ascendancy at 14:15 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By [OgreDoombringer+] the Ogre Doombringer level 31
1st Decay 122nd year of Ascendancy at 09:49 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By [OgreDoombringer+] the Ogre Doombringer level 41
75th Pyre 123rd year of Ascendancy at 07:50 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By [OgreDoombringer+] the Ogre Doombringer level 50
12nd Dusk 124th year of Ascendancy at 04:33 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By [OgreDoombringer+] the Ogre Doombringer level 50
13rd Regrowth 125th year of Ascendancy at 08:32 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By [OgreDoombringer+] the Ogre Doombringer level 42
12nd Dusk 123rd year of Ascendancy at 21:36 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By [OgreDoombringer+] the Ogre Doombringer level 47
59th Dusk 123rd year of Ascendancy at 21:00 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By [OgreDoombringer+] the Ogre Doombringer level 39
70th Pyre 123rd year of Ascendancy at 07:58 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By [OgreDoombringer+] the Ogre Doombringer level 50
37th Haze 124th year of Ascendancy at 00:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By [OgreDoombringer+] the Ogre Doombringer level 17
3rd Haze 122nd year of Ascendancy at 17:14 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By [OgreDoombringer+] the Ogre Doombringer level 50
32nd Regrowth 124th year of Ascendancy at 10:43 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By [OgreDoombringer+] the Ogre Doombringer level 38
41st Pyre 123rd year of Ascendancy at 11:23 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By [OgreDoombringer+] the Ogre Doombringer level 40
73rd Pyre 123rd year of Ascendancy at 11:30 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By [OgreDoombringer+] the Ogre Doombringer level 50
5th Dusk 124th year of Ascendancy at 14:44 see stats
Explorer (Insane (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By [OgreDoombringer+] the Ogre Doombringer level 50
4th Decay 124th year of Ascendancy at 12:29 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By [OgreDoombringer+] the Ogre Doombringer level 21
27th Haze 122nd year of Ascendancy at 07:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By [OgreDoombringer+] the Ogre Doombringer level 25
51st Haze 122nd year of Ascendancy at 14:51 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By [OgreDoombringer+] the Ogre Doombringer level 17
3rd Haze 122nd year of Ascendancy at 17:18 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By [OgreDoombringer+] the Ogre Doombringer level 50
55th Regrowth 124th year of Ascendancy at 17:30 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By [OgreDoombringer+] the Ogre Doombringer level 50
32nd Regrowth 124th year of Ascendancy at 21:37 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By [OgreDoombringer+] the Ogre Doombringer level 50
27th Haze 124th year of Ascendancy at 10:06 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By [OgreDoombringer+] the Ogre Doombringer level 50
65th Pyre 124th year of Ascendancy at 12:41 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By [OgreDoombringer+] the Ogre Doombringer level 37
38th Pyre 123rd year of Ascendancy at 10:18 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By [OgreDoombringer+] the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 13:09 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By [OgreDoombringer+] the Ogre Doombringer level 24
36th Haze 122nd year of Ascendancy at 06:16 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By [OgreDoombringer+] the Ogre Doombringer level 48
36th Haze 123rd year of Ascendancy at 05:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By [OgreDoombringer+] the Ogre Doombringer level 10
27th Dusk 122nd year of Ascendancy at 11:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By [OgreDoombringer+] the Ogre Doombringer level 20
19th Haze 122nd year of Ascendancy at 12:15 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By [OgreDoombringer+] the Ogre Doombringer level 30
73rd Haze 122nd year of Ascendancy at 03:51 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By [OgreDoombringer+] the Ogre Doombringer level 40
71st Pyre 123rd year of Ascendancy at 11:25 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By [OgreDoombringer+] the Ogre Doombringer level 50
63rd Haze 123rd year of Ascendancy at 17:52 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By [OgreDoombringer+] the Ogre Doombringer level 50
33rd Regrowth 125th year of Ascendancy at 13:06 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By [OgreDoombringer+] the Ogre Doombringer level 21
21st Haze 122nd year of Ascendancy at 13:29 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By [OgreDoombringer+] the Ogre Doombringer level 50
6th Haze 124th year of Ascendancy at 20:02 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By [OgreDoombringer+] the Ogre Doombringer level 50
5th Decay 123rd year of Ascendancy at 17:15 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By [OgreDoombringer+] the Ogre Doombringer level 48
35th Haze 123rd year of Ascendancy at 15:24 see stats
Pest Control (Insane (Adventure) difficulty)
Killed 1000 reproducing vermin.By [OgreDoombringer+] the Ogre Doombringer level 50
7th Haze 124th year of Ascendancy at 05:40 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By [OgreDoombringer+] the Ogre Doombringer level 50
8th Allure 124th year of Ascendancy at 22:47 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By [OgreDoombringer+] the Ogre Doombringer level 31
7th Allure 123rd year of Ascendancy at 12:49 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By [OgreDoombringer+] the Ogre Doombringer level 50
33rd Regrowth 125th year of Ascendancy at 13:07 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By [OgreDoombringer+] the Ogre Doombringer level 40
71st Pyre 123rd year of Ascendancy at 13:20 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By [OgreDoombringer+] the Ogre Doombringer level 28
68th Haze 122nd year of Ascendancy at 01:33 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By [OgreDoombringer+] the Ogre Doombringer level 39
66th Pyre 123rd year of Ascendancy at 21:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By [OgreDoombringer+] the Ogre Doombringer level 50
5th Dusk 124th year of Ascendancy at 14:43 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By [OgreDoombringer+] the Ogre Doombringer level 50
12nd Dusk 124th year of Ascendancy at 04:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By [OgreDoombringer+] the Ogre Doombringer level 12
36th Dusk 122nd year of Ascendancy at 15:41 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By [OgreDoombringer+] the Ogre Doombringer level 50
6th Decay 123rd year of Ascendancy at 05:58 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By [OgreDoombringer+] the Ogre Doombringer level 50
5th Dusk 124th year of Ascendancy at 14:44 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By [OgreDoombringer+] the Ogre Doombringer level 48
35th Haze 123rd year of Ascendancy at 14:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By [OgreDoombringer+] the Ogre Doombringer level 6
7th Mirth 122nd year of Ascendancy at 23:54 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By [OgreDoombringer+] the Ogre Doombringer level 42
4th Dusk 123rd year of Ascendancy at 06:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By [OgreDoombringer+] the Ogre Doombringer level 31
75th Haze 122nd year of Ascendancy at 20:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By [OgreDoombringer+] the Ogre Doombringer level 18
18th Haze 122nd year of Ascendancy at 01:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By [OgreDoombringer+] the Ogre Doombringer level 35
75th Regrowth 123rd year of Ascendancy at 16:14 see stats
Log
There is an item here: Bindings of Eternal Night (12 def, 12 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Eye of the Forest (8 def, 0 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Omniscience (7 def, 0 armour)
There is an item here: Crown of the Elements (0 def, 5 armour)
There is an item here: Malslek the Accursed's Hat (2 def, 0 armour)
There is an item here: The Black Crown (0 def, 15 armour)
There is an item here: The Face of Fear (8 def, 0 armour)
There is an item here: Cloud Caller (0 def, 0 armour)
There is an item here: Dragonskull Helm (0 def, 2 armour)
There is an item here: Yaldan Baoth (0 def, 6 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Orc Feller (45-58.5 power, 11 apr)
There is an item here: Kinetic Spike (38-49.4 power, 40 apr)
There is an item here: Spellblaze Shard (20-26 power, 10 apr)
There is an item here: Unerring Scalpel (15-19.5 power, 25 apr)
There is an item here: Dagger of the Past (25-32.5 power, 20 apr)
There is an item here: Star (25-32.5 power, 20 apr)
There is an item here: Silent Blade (25-32.5 power, 10 apr)
[OgreDoombringer+] deactivates Chant of Fortitude.
[OgreDoombringer+] deactivates Abyssal Shield.
[OgreDoombringer+] deactivates Horrifying Blows.
[OgreDoombringer+] deactivates Flame of Urh'Rok.
[OgreDoombringer+] deactivates Premonition.
[OgreDoombringer+] deactivates Precise Strikes.





















































































































































































