Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 50 / 3029% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 181 (base 62) |
Dexterity | 106 (base 64) |
Constitution | 128 (base 62) |
Magic | 33 (base 14) |
Willpower | 95 (base 30) |
Cunning | 40 (base 14) |
Resources
Life | 1632/2157 |
Stamina | 353/390 |
Equilibrium | 35 |
Healing Factor | 1.8954354096249 |
Regeneration | 66.805605575603 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 30.359939435378 |
See Invisible | 57.359939435378 |
Offense: Mainhand
Damage | 344 |
Accuracy | 86 |
Crit Chance | 99% |
APR | 27 |
Speed | 1.11 |
Offense: Spell
Spellpower | 7.75 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Nature | +32% |
Blight | +10% |
Physical | +42% |
Mind | +17% |
All | +7% |
Offense: Damage Penetration
Physical | +90% |
All | 0% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 120.72307323196 (96.438666929426%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 74 |
Spell Save | 68 |
Mental Save | 65 |
Defense: Resistances
Nature | + 70%( 70%) |
Darkness | + 70%( 70%) |
Light | + 38%( 70%) |
Temporal | + 45%( 70%) |
Blight | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 38%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Teleport Resistance | 26% |
Pinning Resistance | 44% |
Silence Resistance | 0% |
Confusion Resistance | 10% |
Knockback Resistance | 26% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 468 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1130% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 933 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Antimagic Shield |
beneficial effect | Increases critical hit chance by 12%. Berserker Rage |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
detrimental effect | Caught in a slimy tendril, reducing all damage by 48%. Slimy Tendril |
beneficial effect | Reduces physical damage received by 40% and provides a 24% chance to ignore critical hits. Juggernaut |
beneficial effect | You gain 36% resistance against blight, nature and darkness. Resolve |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
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 grave | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Isladhemina the giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by barrow wight. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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: 2932. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Velyrin' (21 def, 5 armour) pair of drakeskin leather boots 'Velyrin' (21 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +21 (+6 eff.) Changes stats: +11 Str / +18 Dex / +3 Mag / +1 Wil / +10 Con Changes damage: +7% physical Reduces incoming crit damage: 15.00% Light radius: +1 Size category: +1 A pair of boots made of leather. |
Light source | nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% all Critical mult.: +16.00% Spell save: +11 (+3 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Grinoblek the voratun helm (20 def, 7 armour) Grinoblek the voratun helm (20 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +21 (+3 eff.) Armour: +7 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +21 Str / +7 Wil / +5 Con Changes resistances: +6% blight / +13% physical Changes damage: +3% blight / +6% physical Physical save: +26 (+7 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -20.00 life It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1161.1 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 increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Aridavena the stralite torque of clear mind [power 3] (15 cooldown) Aridavena the stralite torque of clear mind [power 3] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +30 (+5 eff.) Damage when hit (Melee): 6 physical Changes resistances penetration: +25% physical Only die when reaching: -80.00 life See invisible: +24 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Giant Leap You have set the ring to grant you Giant Leap! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | voratun ring 'Beomnir' voratun ring 'Beomnir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +19% temporal Critical mult.: +25.85% Mental save: +23 (+5 eff.) Blindness immunity: +26% Knockback immunity: +26% Teleport immunity: +26% Mindpower: +39 (+10 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! |
Around waist | drakeskin leather belt 'Blazepall' drakeskin leather belt 'Blazepall'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +12 Defense: +12 (+3 eff.) Changes stats: +2 Mag Changes resistances: +9% light Changes resistances penetration: +15% physical Changes damage: +22% physical Critical mult.: +10.00% Physical save: +21 (+6 eff.) Light radius: +3 Infravision radius: +2 See invisible: +3 A belt that goes around your waist. |
In main hand | voratun greatmaul 'Hettarandil' (194% power, 4 apr) voratun greatmaul 'Hettarandil' (194% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 195% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +21 darkness Damage against: +23% Living / +10% Unnatural When wielded/worn: Armour penetration: +3 Physical power: +10 (+2 eff.) Damage when hit (Melee): 2 acid Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Massive two-handed mauls. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 91.54 arcane damage and stunned) Activation costs 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | Voraleda (0 def, 36 armour) Voraleda (0 def, 36 armour)Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Changes stats: +9 Str Changes resistances: +15% physical / +10% mind / +18% darkness Critical mult.: +20.00% Mental save: +25 (+6 eff.) Mana each turn: +0.16 Equilibrium when hit: +0.08 Mana when firing critical spell: +2.34 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | Nightbile the cashmere cloak (13 def, 15 armour) Nightbile the cashmere cloak (13 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +15 Defense: +13 (+4 eff.) Damage when hit (Melee): 8 physical Changes resistances: +12% nature Changes resistances penetration: +25% physical Changes damage: +6% darkness Physical save: +17 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +13 (+3 eff.) Disease immunity: +20% Only die when reaching: -80.80 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +40 Con Changes resistances: +10% blight / +10% cold / +25% nature / +10% darkness Damage affinity(heal): +15% nature Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +90% Life regen: +2.00 Healing mod.: +30% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 251; cd 12) healing infusion of the psychic (heal 251; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the titan (heal 327; cd 10) healing infusion of the titan (heal 327; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 402; cd 11) healing infusion of the warrior (heal 402; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 402 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 412; cd 13) healing infusion of the warrior (heal 412; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 412 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -656; dur 6; cd 29) heroism infusion of the duelist (die at -656; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -656 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 816 life, 7 duration) 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 nature talent. |
heroism infusion of the titan (die at -638; dur 7; cd 30) heroism infusion of the titan (die at -638; dur 7; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -638 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 793 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -808; dur 6; cd 29) heroism infusion of the titan (die at -808; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -808 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1004 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 546%; cd 10) movement infusion (speed 546%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 864%; cd 13) movement infusion of the duelist (speed 864%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 864% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 764%; cd 11) movement infusion of the psychic (speed 764%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 764% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 613; 14 cd) regeneration infusion of the psychic (heal 613; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 730; 13 cd) regeneration infusion of the titan (heal 730; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 730 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 2; cd 10) wild infusion (res 19%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental; dur 3; cd 11) wild infusion (res 19%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 4; cd 11) wild infusion (res 18%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical, mental; dur 4; cd 14) wild infusion (res 22%; magical, mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; magical; dur 2; cd 10) wild infusion (res 22%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 34%; magical; dur 4; cd 14) wild infusion of the psychic (res 34%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 37%; mental, magical; dur 3; cd 16) wild infusion of the psychic (res 37%; mental, magical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 55%; physical; dur 2; cd 12) wild infusion of the warrior (res 55%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 55% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Blindtrencher the voratun amulet Blindtrencher the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +18 Physical power: +9 (+1 eff.) Changes stats: +7 Str Changes resistances: +6% light / +6% mind Changes damage: +18% cold / +9% physical Critical mult.: +19.00% Light radius: +2 Combat speed: +10% Amulets make your neck look great! |
Ce'Nora the gold amulet Ce'Nora the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex / +6 Mag Changes resistances: +21% acid / +22% fire / +21% cold Reduces incoming crit damage: 15.00% Only die when reaching: -80.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erigas ErigasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% acid / +16% mind / +20% light Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Confusion immunity: +32% Teleport immunity: +20% Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Garkul's Teeth 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 (+5 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 340.30 physical damage in a radius 8 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. |
Hathyyakor HathyyakorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +2 Mag / +4 Wil / +1 Con Physical save: +3 (+1 eff.) Psi when hit: +0.04 Amulets make your neck look great! |
Polyta the gold amulet Polyta the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes damage: +6% physical Critical mult.: +20.00% Physical save: +3 (+1 eff.) Life regen: +3.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Salura the Rotream Salura the RotreamPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 4 nature Changes stats: +4 Mag Changes resistances: +3% nature / +3% light Changes damage: +5% acid / +3% light / +8% fire / +6% lightning / +7% cold Talent mastery: +0.40 Technique / Warcries Physical save: +18 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +22 (+5 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Shadowpanic the copper amulet Shadowpanic the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% lightning / +3% temporal / +6% light Changes resistances penetration: +10% darkness Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Xatira the Freezemistress Xatira the FreezemistressInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10% chance to slow global speed by 64% * 20% chance to reduce armor by 13% Changes stats: +16 Dex / +8 Cun / +9 Con Changes resistances: +6% lightning / +30% fire / +5% arcane / +30% cold Changes damage: +15% cold Life regen: +4.00 Stamina each turn: +1.40 Movement speed: +10% Amulets make your neck look great! |
copper amulet of vision copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +11% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
enraging steel amulet of vision enraging steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +7% physical Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +8 Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Corruptionobeisance' gold amulet 'Corruptionobeisance'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 64% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances: +10% lightning / +3% nature Changes damage: +7% physical Mental save: +8 (+2 eff.) Confusion immunity: +11% Stun/Freeze immunity: +22% Mindpower: +8 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
protective voratun amulet of mastery (0.40 Technique / Two-handed assault) protective voratun amulet of mastery (0.40 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +5% all Talent mastery: +0.40 Technique / Two-handed assault Physical save: +16 (+4 eff.) Amulets make your neck look great! |
savior's voratun amulet savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +18 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +18 (+4 eff.) Amulets make your neck look great! |
savior's voratun amulet of healing savior's voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Cut immunity: +60% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+4 eff.) Changes stats: +14 Lck Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
steel amulet 'Gayadherin' steel amulet 'Gayadherin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% acid / +16% temporal / +9% blight / +5% arcane / +15% nature Pinning immunity: +46% Knockback immunity: +29% Maximum life: +40.00 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet 'Blasttreason' voratun amulet 'Blasttreason'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +18 Defense: +16 (+4 eff.) Damage when hit (Melee): 10 blight Changes stats: +17 Lck Changes resistances: +18% lightning / +10% physical / +6% blight Changes resistances penetration: +10% lightning Changes damage: +9% blight Critical mult.: +18.00% Stamina each turn: +1.10 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
voratun amulet of manastreaming voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +39.00 Amulets make your neck look great! |
voratun amulet of vision voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +31% Infravision radius: +7 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +19 Fatigue: -7% Changes stats: +8 Dex / +9 Cun / +6 Con Critical mult.: +17.00% Life regen: +5.00 Stamina each turn: +1.00 Movement speed: +10% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
Abysslore AbyssloreInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 13% Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +27% acid / +24% fire / +12% lightning Changes resistances penetration: +25% lightning Mental save: +10 (+2 eff.) Confusion immunity: +45% Rings make your fingers look great! |
Arorassra the steel ring Arorassra the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Con Changes damage: +3% blight Physical save: +4 (+1 eff.) Disarm immunity: +48% Pinning immunity: +43% Knockback immunity: +44% Vim when firing critical spell: +2.00 Maximum life: +43.00 Rings make your fingers look great! |
Blizzarddredge BlizzarddredgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +6 Dex Changes resistances: +9% darkness / +12% temporal Changes damage: +6% cold Physical save: +3 (+1 eff.) Poison immunity: +20% Teleport immunity: +10% Rings make your fingers look great! |
Boltblow the steel ring Boltblow the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +3% acid / +9% fire / +14% mind Changes resistances penetration: +5% mind Changes damage: +14% mind / +9% lightning Poison immunity: +20% Mindpower: +25 (+6 eff.) Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Boltwrecker the copper ring Boltwrecker the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% arcane Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Light radius: +2 Rings make your fingers look great! |
Cyrythra the Glacierstone Cyrythra the GlacierstonePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +7 Str / +3 Con Changes resistances: +6% physical / +32% light / +24% cold Changes damage: +16% light Stamina each turn: +3.16 Rings make your fingers look great! |
Duraharador the stralite ring Duraharador the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Wil / +7 Con Changes resistances: +15% acid / +5% arcane Physical save: +34 (+8 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
Duvilar DuvilarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +8 Con Changes resistances: +9% mind Changes resistances penetration: +10% arcane Changes damage: +12% arcane Disarm immunity: +38% Pinning immunity: +35% Knockback immunity: +34% Maximum life: +37.00 Light radius: +3 Rings make your fingers look great! |
Elenoledig the Ichorcut Elenoledig the IchorcutCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +30 (+8 eff.) Changes stats: +7 Dex / +4 Wil Changes resistances: +3% physical / +12% nature / +9% cold Only die when reaching: -40.00 life Maximum hate: +6.00 Mental crit. chance: +6% Rings make your fingers look great! |
Elera the copper ring Elera the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +10 Effects on melee hit: * 10% chance to reduce armor by 13% Damage when hit (Melee): 4 physical Changes resistances: +1% physical / +22% nature / +3% mind Changes resistances penetration: +5% physical Changes damage: +11% nature Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+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 (+10 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. |
Gosus the stralite ring Gosus the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +6 Str / +10 Con Changes resistances: +28% acid Changes resistances penetration: +5% blight Changes damage: +14% acid Physical save: +11 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+2 eff.) Spell crit. chance: +3% Rings make your fingers look great! |
Islydherimira the Smearripper Islydherimira the SmearripperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +5% arcane / +4% physical Reduces incoming crit damage: 10.00% Mental save: +23 (+5 eff.) Confusion immunity: +47% Rings make your fingers look great! |
Isussra the copper ring Isussra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% temporal / +6% light / +6% nature Spell save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Hate when firing a critical mind attack: +5.00 Rings make your fingers look great! |
Kintir KintirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Critical mult.: +20.00% Spell save: +11 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum stamina: +12.00 Rings make your fingers look great! |
Layyma the Morningmark Layyma the MorningmarkPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +12 Mag / +6 Wil / +6 Cun Changes resistances penetration: +10% light Stun/Freeze immunity: +35% Life regen: +4.00 Maximum mana: +60.00 Spellpower: +22 (+2 eff.) See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Mardyharakalthofast MardyharakalthofastPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Damage when hit (Melee): 2 mind Changes resistances: +18% physical Changes resistances penetration: +20% mind Changes damage: +18% physical Stun/Freeze immunity: +36% Life regen: +9.00 Psi when hit: +0.08 Maximum hate: +8.00 Spellpower: +13 (+2 eff.) Mindpower: +25 (+6 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Mnemonic MnemonicInfused 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 (+3 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 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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. |
Mucktooth the voratun ring Mucktooth the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 21% chance to slow global speed by 64% Damage when hit (Melee): 6 lightning / 10 fire / 10 nature Changes stats: +10 Str Changes resistances: +21% acid Changes resistances penetration: +25% lightning Changes damage: +6% nature Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Nimbusworth the copper ring Nimbusworth the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag / +2 Con Changes resistances: +10% arcane Changes resistances penetration: +5% lightning Changes damage: +10% arcane Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Thundersnake the copper ring Thundersnake the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: -5% Changes stats: +3 Mag Changes resistances: +15% cold / +12% temporal Changes damage: +12% lightning Maximum encumbrance: +23 Maximum life: +40.00 Rings make your fingers look great! |
Unlightpiety the voratun ring Unlightpiety the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 36 * 21% chance to slow global speed by 64% * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 8 darkness Changes resistances: +20% blight / +15% lightning Changes resistances penetration: +25% lightning / +10% nature Changes damage: +20% blight / +27% darkness Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.97 cold and 14.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Windquill WindquillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% * 20% chance to reduce all saves and defense by 36 Changes resistances: +6% nature / +22% fire Changes resistances penetration: +5% darkness / +5% mind Changes damage: +3% darkness / +11% fire Rings make your fingers look great! |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's copper ring of pilfering gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's voratun ring of power gladiator's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Changes stats: +5 Str / +7 Con Spellpower: +11 (+1 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+3 eff.) Stun/Freeze immunity: +30% Maximum stamina: +21.00 Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +59.00 Healing mod.: +14% Rings make your fingers look great! |
marksman's voratun ring of misery marksman's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 36 Damage (Melee): 7 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 36 Damage (Ranged): 19 physical Changes stats: +8 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings make your fingers look great! |
mule's gold ring of nature (+30%) mule's gold ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +30% nature Changes damage: +15% nature Maximum encumbrance: +23 Rings make your fingers look great! |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
savage's gold ring of life savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+4 eff.) Life regen: +10.00 Maximum life: +57.00 Maximum stamina: +18.00 Healing mod.: +12% Rings make your fingers look great! |
savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +19 (+5 eff.) Life regen: +19.00 Maximum life: +51.00 Maximum stamina: +35.00 Healing mod.: +18% Rings make your fingers look great! |
savior's voratun ring of sensing savior's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +18 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +30% Infravision radius: +4 See stealth: +18 See invisible: +18 Rings make your fingers look great! |
solipsist's gold ring of sensing solipsist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Blindness immunity: +25% Mindpower: +5 (+1 eff.) Infravision radius: +3 See stealth: +10 See invisible: +8 Rings make your fingers look great! |
solipsist's stralite ring of clarity solipsist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +6 Wil Mental save: +9 (+2 eff.) Confusion immunity: +24% Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
steel citrine ring steel citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+3 eff.) Changes stats: +2 Con Spell save: +12 (+3 eff.) Maximum stamina: +18.00 Light radius: +4 Infravision radius: +4 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
steel ring of corrosion (+22%) steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
stralite ring 'Emeledatira' stralite ring 'Emeledatira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +12 (+2 eff.) Changes stats: +9 Dex Changes resistances: +36% darkness Changes damage: +9% blight / +18% darkness / +6% all Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +19 (+2 eff.) Spell crit. chance: +1% Mindpower: +13 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of nature (+22%) titan's steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's voratun ring of misery titan's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 36 Damage (Melee): 18 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 36 Damage (Ranged): 17 physical Changes stats: +8 Cun / +10 Con Physical save: +20 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's voratun ring of misery titan's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 36 Damage (Melee): 35 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 36 Damage (Ranged): 35 physical Changes stats: +7 Cun / +7 Con Physical save: +14 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
treant's steel ring of misery treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 36 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 36 Damage (Ranged): 12 physical Changes stats: +3 Cun Changes resistances: +6% nature / +7% blight Poison immunity: +12% Disease immunity: +15% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
treant's voratun ring treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +12% blight Poison immunity: +17% Disease immunity: +24% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +4 Con Spell save: +12 (+3 eff.) Stun/Freeze immunity: +60% Maximum stamina: +28.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun pearl ring voratun pearl ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +5 Damage (Melee): 40 light Damage (Ranged): 36 light Changes stats: +8 Mag Changes resistances: +5% all Changes damage: +17% light / +7% all Spellpower: +15 (+2 eff.) Mindpower: +17 (+4 eff.) Rings make your fingers look great! |
voratun ring 'Balelach' voratun ring 'Balelach'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 14 mind Changes stats: +4 Str / +6 Dex / +7 Mag / +10 Wil / +6 Con Changes damage: +30% mind Mental save: +20 (+5 eff.) Psi when hit: +0.16 Maximum hate: +8.00 Maximum psi: +40.00 Light radius: +4 Rings make your fingers look great! |
voratun ring 'Betoleba' voratun ring 'Betoleba'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes stats: +11 Str / +3 Cun / +9 Con Changes resistances penetration: +5% blight Changes damage: +7% all Physical save: +13 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +13 (+3 eff.) Maximum mana: +60.00 Spellpower: +15 (+2 eff.) Mindpower: +12 (+3 eff.) Infravision radius: +3 Rings make your fingers look great! |
voratun ring 'Blastclash' voratun ring 'Blastclash'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +36 (+7 eff.) Armour penetration: +17 Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +10 Dex / +5 Con Changes resistances: +12% mind Changes resistances penetration: +10% lightning Changes damage: +3% mind Spell save: +19 (+5 eff.) Maximum stamina: +40.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Bleak's kiss' voratun ring 'Bleak's kiss'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +5 Mag Changes resistances: +40% light Changes resistances penetration: +25% darkness Changes damage: +20% light / +21% arcane Critical mult.: +15.00% Maximum mana: +60.00 Spell crit. chance: +8% Rings make your fingers look great! |
voratun ring 'Elaba' voratun ring 'Elaba'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +7 Mag / +6 Wil Changes resistances: +32% darkness Changes damage: +16% darkness Critical mult.: +5.00% Blindness immunity: +39% Spellpower: +11 (+1 eff.) Infravision radius: +5 See stealth: +13 See invisible: +15 Rings make your fingers look great! |
voratun ring 'Starwarden' voratun ring 'Starwarden'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +5 Defense: +15 (+4 eff.) Damage when hit (Melee): 2 arcane Changes stats: +9 Str / +1 Mag / +10 Con Changes resistances: +15% light / +5% all Changes resistances penetration: +10% light Changes damage: +6% arcane Life regen: +20.00 Maximum life: +69.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring of luminosity voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 38 light Damage (Ranged): 37 light Changes stats: +7 Mag Changes damage: +20% light Rings make your fingers look great! |
warrior's copper ring of frost (+22%) warrior's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
warrior's gold ring of power warrior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (180% power, 7 apr) Crude Iron Battle Axe of Kroll (180% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Cyrema the Flashimmortal (140% power, 2 apr) Cyrema the Flashimmortal (140% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 140% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +5 (+2 eff.) Changes stats: +10 Con / +10 Wil Changes resistances penetration: +9% physical Stamina each turn: +3.00 Maximum life: +26.00 Massive two-handed battleaxes. |
voratun battleaxe 'Cyrira' (170% power, 4 apr) voratun battleaxe 'Cyrira' (170% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 26% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +28 blight / +8 mind Damage (radius 1) on hit: +12 temporal / +23 fire When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +21 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce all saves and defense by 36 Damage when hit (Melee): 4 temporal Changes resistances penetration: +19% all Disease immunity: +43% Massive two-handed battleaxes. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 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. |
Berechik the Dayrip (198% power, 4 apr) Berechik the Dayrip (198% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 198% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +26 fire Damage (radius 2) on crit: +12 light When wielded/worn: Changes stats: +16 Mag / +16 Wil Changes resistances: +3% lightning / +12% darkness / +6% light Changes damage: +6% lightning / +3% light Spellpower: +14 (+2 eff.) Massive two-handed mauls. |
Betatta (194% power, 4 apr) Betatta (194% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 194% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 31% chance to reduce all saves and defense by 36 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +24 mind When wielded/worn: Armour penetration: +5 Changes stats: +2 Dex / +9 Wil / +9 Cun Changes damage: +3% physical Stamina each turn: +3.00 Massive two-handed mauls. |
Dagosin the voratun greatmaul (180% power, 4 apr) Dagosin the voratun greatmaul (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 2) on crit: +8 physical / +94 fire When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+2 eff.) Armour: +2 Changes stats: +2 Mag / +21 Wil / +19 Con Changes resistances penetration: +28% fire Critical mult.: +5.00% Maximum life: +154.00 Global speed: +11% Massive two-handed mauls. |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Thunderblast the stralite greatmaul (165% power, 3 apr) Thunderblast the stralite greatmaul (165% power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +48 (+9 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Changes stats: +5 Str Changes resistances penetration: +20% lightning / +14% physical Changes damage: +14% physical Massive two-handed mauls. |
voratun greatmaul 'Arokira' (179% power, 9 apr) voratun greatmaul 'Arokira' (179% power, 9 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 physical When wielded/worn: Accuracy: +21 (+4 eff.) Physical power: +12 (+2 eff.) Defense: +14 (+4 eff.) Changes stats: +5 Mag / +5 Wil / +7 Con Changes resistances: +5% arcane / +3% light Changes resistances penetration: +21% physical Disarm immunity: +88% Spellpower: +14 (+2 eff.) Massive two-handed mauls. |
voratun greatmaul 'Dimvortex' (177% power, 4 apr) voratun greatmaul 'Dimvortex' (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +33 cold Damage (radius 2) on crit: +49 lightning / +52 cold / +8 mind When wielded/worn: Accuracy: +28 (+5 eff.) Changes stats: +5 Cun / +10 Str Changes resistances penetration: +26% lightning / +35% cold Changes damage: +6% darkness / +12% physical Maximum hate: +6.00 Mindpower: +15 (+4 eff.) Movement speed: +70% Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
enhanced stralite greatsword of enduring (156% power, 3 apr) enhanced stralite greatsword of enduring (156% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +9 Dex / +9 Mag / +21 Wil / +16 Cun / +29 Con Maximum life: +62.00 Massive two-handed swords. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Hurorig (136% power, 6 apr, cold element)Hurorig (136% power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 13% Changes stats: +15 Cun / +6 Wil Changes resistances penetration: +44% acid / +19% mind Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +18 (+4 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone vilestaff of greater warding (136% power, 6 apr, blight element)magewarrior's short dragonbone vilestaff of greater warding (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Armour: +12 Defense: +9 (+3 eff.) Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +5 Ward +1 Command Staff Spellpower: +24 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Aerekira AerekiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +12% darkness Trap disarming bonus: +6 Stealth bonus: +6 Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Infravision radius: +4 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 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 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation 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 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 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. |
Nightstriker NightstrikerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +5 Dex Changes resistances: +5% physical Changes damage: +9% darkness Maximum life: +54.00 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Yvabretha the hardened leather belt Yvabretha 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: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str / +4 Dex / +10 Wil / +10 Cun Changes resistances: +9% nature / +1% physical Damage against: +24% Summoned Reduced damage from: +24% Summoned Physical save: +13 (+4 eff.) Spell save: +24 (+6 eff.) Mental save: +14 (+3 eff.) Mental crit. chance: +4% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Airgrind' drakeskin leather belt 'Airgrind'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +11 Dex / +11 Cun / +18 Lck Changes resistances: +12% lightning / +15% fire / +5% arcane / +16% cold Trap disarming bonus: +60 Stealth bonus: +26 Spell save: +9 (+3 eff.) Mental save: +6 (+1 eff.) Maximum hate: +4.00 Infravision radius: +11 A belt that goes around your waist. |
drakeskin leather belt 'Arariathra' drakeskin leather belt 'Arariathra'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +1 Cun Changes resistances: +15% lightning / +14% temporal / +6% blight Changes resistances penetration: +17% physical Changes damage: +6% mind / +25% physical Critical mult.: +15.00% Mindpower: +5 (+1 eff.) Mental crit. chance: +5% A belt that goes around your waist. |
hardened leather belt 'Flamerage' hardened leather belt 'Flamerage'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +25% fire / +12% physical Changes damage: +9% cold / +18% fire / +10% physical A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Mardoldil the cashmere cloak (2 def, 0 armour) Mardoldil the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +6% temporal / +22% blight / +6% fire / +12% nature / +5% arcane Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Xerymina the Sunlady (14 def, 0 armour) Xerymina the Sunlady (14 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Defense: +14 (+4 eff.) Changes stats: +5 Str / +5 Dex / +6 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +25% fire Physical save: +25 (+6 eff.) Only die when reaching: -80.00 life Maximum life: +106.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Jetmire' (1 def, 6 armour) linen cloak 'Jetmire' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 2 light Changes resistances: +3% darkness / +10% cold Changes damage: +3% light / +6% darkness Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +1 (+1 eff.) Fatigue: -4% Maximum life: +47.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour) Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+2 eff.) Confusion immunity: +35% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Brightseam the pair of drakeskin leather boots (30 def, 11 armour) Brightseam the pair of drakeskin leather boots (30 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +11 Defense: +30 (+8 eff.) Changes stats: +4 Str / +8 Dex / +14 Lck Changes resistances: +9% fire Changes resistances penetration: +25% physical Stealth bonus: +15 Physical save: +15 (+4 eff.) A pair of boots made of leather. |
Elyba (0 def, 3 armour) Elyba (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Fatigue: -3% Damage when hit (Melee): 6 physical Changes stats: +7 Str / +3 Dex Changes damage: +15% acid Maximum encumbrance: +26 Physical save: +7 (+2 eff.) Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezeburst the pair of voratun boots (0 def, 13 armour) Freezeburst the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Physical power: +25 (+4 eff.) Armour: +13 Fatigue: +4% Changes stats: +7 Str / +8 Con Changes resistances: +14% lightning / +11% temporal Changes resistances penetration: +15% cold Changes damage: +8% physical Infravision radius: +3 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poloriatira the pair of hardened leather boots (0 def, 7 armour) Poloriatira the pair of hardened leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +8 Str / +2 Cun / +9 Con Changes damage: +6% physical Reduces incoming crit damage: 15.00% Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +2 Size category: +1 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Serpentglean (0 def, 4 armour) Serpentglean (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: -3% Changes resistances: +8% lightning / +8% temporal / +6% nature Changes resistances penetration: +10% physical / +20% darkness / +25% nature Changes damage: +3% darkness Maximum encumbrance: +33 Physical save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmerwish (0 def, 5 armour) Shimmerwish (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Str / +3 Mag / +4 Wil / +8 Con Changes resistances: +6% darkness / +6% blight Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +9% physical / +3% blight Spellpower: +12 (+2 eff.) Size category: +1 It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Giwen' (0 def, 5 armour) pair of drakeskin leather boots 'Giwen' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Str / +5 Con Changes resistances: +28% fire / +3% physical / +13% cold Silence immunity: +20% Stun/Freeze immunity: +20% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Flashgore the hardened leather gloves (0 def, 2 armour) Flashgore the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Armour: +2 Damage (Melee): 10 lightning Changes stats: +4 Dex Changes resistances: +20% lightning Changes resistances penetration: +15% physical Changes damage: +12% lightning Only die when reaching: -60.00 life When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +10 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frigidenvy the hardened leather gloves (0 def, 2 armour) Frigidenvy the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +6 Armour: +2 Damage when hit (Melee): 6 physical Changes stats: +3 Con Changes damage: +9% cold Physical save: +18 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +31% Maximum stamina: +30.00 Maximum psi: +30.00 Mental crit. chance: +5% When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 167.48 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Kindlereaper' (0 def, 13 armour) drakeskin leather gloves 'Kindlereaper' (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +13 Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage (Melee): 14 physical Changes stats: +4 Str / +4 Wil / +5 Con Changes resistances: +9% fire Changes resistances penetration: +10% mind Changes damage: +6% blight / +9% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +14.00% Disarm immunity: +39% Spell crit. chance: +15% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 142% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour) heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +6 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +7% darkness Mental save: +5 (+1 eff.) Maximum life: +46.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 8 armour) heroic voratun gauntlets of war-making (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +8 Fatigue: +5% Critical mult.: +9.00% Mental save: +10 (+2 eff.) Maximum life: +69.00 Spell crit. chance: +9% Mental crit. chance: +13% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
sand drakeskin leather gloves of butchering (0 def, 10 armour) sand drakeskin leather gloves of butchering (0 def, 10 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +10 Damage (Melee): 7 physical Changes resistances: +6% blight Changes damage: +6% physical Spell save: +13 (+4 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 12% chance to slow global speed by 64% * 10% chance to reduce armor by 13% Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamevon the elven-silk wizard hat (3 def, 0 armour) Chamevon the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Changes stats: +4 Dex / +6 Mag / +16 Wil / +8 Cun / +2 Con Changes resistances: +30% darkness Changes damage: +20% darkness Mental save: +23 (+5 eff.) Spellpower: +6 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 94 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Coaltitan the voratun helm (0 def, 5 armour) Coaltitan the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 arcane Changes stats: +9 Str / +16 Dex / +9 Wil Changes resistances: +10% blight / +15% darkness Changes resistances penetration: +5% darkness / +5% arcane Changes damage: +3% fire Mental save: +12 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1161.1 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 increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cutholdil the drakeskin leather cap (0 def, 5 armour) Cutholdil the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 6 blight Changes stats: +4 Str / +7 Dex / +4 Con Changes resistances: +15% fire / +13% cold Changes damage: +9% blight / +18% temporal A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 281.50 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flashsear the elven-silk wizard hat (3 def, 0 armour) Flashsear the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +3 (+1 eff.) Changes resistances: +9% lightning / +16% physical / +15% darkness / +18% temporal Changes resistances penetration: +15% lightning Changes damage: +20% physical / +20% darkness / +18% temporal Stamina each turn: +3.00 Mana each turn: +3.00 Mana when hit: +2.90 Maximum mana: +51.00 Maximum hate: +12.00 Spellpower: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Frozenorder the hardened leather cap (0 def, 3 armour) Frozenorder the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Str / +3 Wil / +4 Con Changes resistances: +21% acid / +9% cold Physical save: +11 (+3 eff.) Mental save: +10 (+2 eff.) See invisible: +15 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 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 18 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. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 60 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Kindleonslaught the drakeskin leather cap (0 def, 5 armour) Kindleonslaught the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +13 Dex / +1 Mag / +3 Cun Changes resistances: +20% cold / +21% mind / +23% darkness Changes resistances penetration: +20% fire Allows you to breathe in: water Reduces incoming crit damage: 10.00% Mental save: +30 (+7 eff.) Confusion immunity: +44% Light radius: +2 Infravision radius: +7 A cap made of leather. |
Malirek the Flashransom (3 def, 0 armour) Malirek the Flashransom (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +10 Cun Changes resistances: +18% darkness / +15% physical Changes resistances penetration: +10% arcane Changes damage: +16% darkness / +16% physical Critical mult.: +15.00% Mental save: +15 (+3 eff.) Life regen: +4.80 Mana each turn: +0.08 Maximum hate: +13.00 Maximum vim: +30.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Serpentquick the voratun helm (0 def, 5 armour) Serpentquick the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +9 Str / +9 Dex / +9 Cun / +9 Con Changes resistances: +6% acid / +6% lightning / +24% mind / +18% blight Changes resistances penetration: +15% nature Physical save: +23 (+6 eff.) Spell save: +6 (+2 eff.) Mental save: +27 (+6 eff.) Confusion immunity: +45% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.67 mind and 11.27 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 2.76 mind and 2.67 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 4.54 mind and 4.38 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Velaraba the Tempestthorn (13 def, 0 armour) Velaraba the Tempestthorn (13 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +13% blight / +20% physical / +14% darkness Changes damage: +13% blight / +12% physical / +16% darkness / +9% lightning Stamina each turn: +3.00 Maximum hate: +11.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% Light radius: +3 See invisible: +3 A pointy cloth hat, very wizardly... |
Velarin (0 def, 5 armour) Velarin (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances penetration: +20% acid / +15% physical Critical mult.: +20.69% Stamina each turn: +2.00 Maximum stamina: +30.00 Mental crit. chance: +8% A cap made of leather. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 24 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Zubiralaith the Darkmark (3 def, 0 armour) Zubiralaith the Darkmark (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 13% Changes resistances: +14% lightning / +14% temporal / +3% darkness / +6% acid Changes resistances penetration: +10% acid Changes damage: +41% acid / +15% lightning / +11% cold / +10% arcane / +11% fire Mana each turn: +2.60 Mana when hit: +3.00 Maximum mana: +95.00 Spellpower: +9 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Beluthel' (0 def, 5 armour) drakeskin leather cap 'Beluthel' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex Changes resistances: +12% lightning / +14% cold Allows you to breathe in: water Disease immunity: +20% Life regen: +4.00 Healing mod.: +5% A cap made of leather. |
elven-silk wizard hat 'Bregadraneg' (3 def, 14 armour) elven-silk wizard hat 'Bregadraneg' (3 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Changes resistances: +12% lightning / +15% temporal Critical mult.: +42.14% Mana when firing critical spell: +2.11 Only die when reaching: -84.29 life Maximum stamina: +31.61 Damage Shield penetration: +32% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of knowledge (3 def, 0 armour)elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 20.94 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of Eyal (30 def, 8 armour)marauder's drakeskin leather armour of Eyal (30 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+8 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex Physical save: +20 (+5 eff.) Life regen: +9.00 Maximum life: +69.00 Healing mod.: +20% A suit of armour made of leather. |
Blastkill the voratun plate armour (0 def, 16 armour) Blastkill the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 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: +16 Fatigue: +22% Changes stats: +2 Str / +10 Wil / +15 Cun Changes resistances: +44% acid / +15% physical / +15% lightning / +14% fire / +6% nature / +13% cold Changes damage: +9% lightning Talent cooldown: Rush (-5 turns) Mental save: +22 (+5 eff.) Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +40% A suit of armour made of metal plates. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+9 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 21 Defense and your attacks will gain 28% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
This item will automatically be transmogrified when you leave the level. Poretta (0 def, 37 armour)Poretta (0 def, 37 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +17 Armour: +37 Fatigue: +22% Changes resistances: +26% acid Stamina each turn: +3.88 Spell crit. chance: +7% Mindpower: +39 (+10 eff.) Mental crit. chance: +5% A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
radiant dwarven-steel plate armour of the deep (0 def, 12 armour) radiant dwarven-steel plate armour of the deep (0 def, 12 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +10% blight / +7% cold / +10% darkness / +8% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
voratun plate armour 'Zuboldathra' (0 def, 16 armour) voratun plate armour 'Zuboldathra' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +3 Wil / +1 Cun / +6 Con Changes resistances: +15% acid / +15% physical / +15% fire / +12% lightning / +14% cold Changes damage: +3% arcane Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +34% Knockback immunity: +32% Life regen: +5.00 Maximum life: +161.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +2% Mental crit. chance: +4% Healing mod.: +18% A suit of armour made of metal plates. |
6 agate 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. |
1618 alchemist agate 1618 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. |
6 onyx 6 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine 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. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorymille the iron pickaxe (dig speed 30 turns) Glorymille the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 6 mind Changes stats: +3 Cun / +3 Str Maximum psi: +10.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ichorpython (dig speed 8 turns) Ichorpython (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +16 Str / +9 Wil Changes resistances: +15% nature / +9% physical Changes damage: +9% arcane Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silonne (dig speed 27 turns) Silonne (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +6 Str Changes resistances: +3% lightning / +9% darkness / +3% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 3.9 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Helltorrent' (dig speed 11 turns) voratun pickaxe 'Helltorrent' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Defense: +30 (+8 eff.) Changes stats: +3 Str Changes resistances: +15% fire Changes damage: +18% fire Critical mult.: +20.00% Blindness immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Xith' (dig speed 12 turns) voratun pickaxe 'Xith' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Changes stats: +3 Str / +7 Wil Critical mult.: +40.00% Vim when firing critical spell: +2.00 Spellpower: +30 (+3 eff.) Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
4 emerald 4 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. |
10 jade 10 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 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 165.47 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
piercing dwarven lantern of the zealot piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +3% all Changes resistances penetration: +10% all Spell save: +11 (+3 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of illusion watchleader's alchemist's lamp of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +15 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +31% Confusion immunity: +20% Light radius: +9 See stealth: +12 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
45 alchemist bloodstone 45 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. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 230.01 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Durerach the Floewrest [power 3] (15 cooldown) Durerach the Floewrest [power 3] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +15% blight Changes resistances penetration: +10% cold Changes damage: +3% blight / +6% cold It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Lightsweep' [power 2] (15 cooldown) steel torque of clear mind 'Lightsweep' [power 2] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +10% light Changes damage: +15% light Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Infravision radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Cracklehack the dragonbone totem of stinging [power 422] (9 cooldown) Cracklehack the dragonbone totem of stinging [power 422] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +21% lightning Changes resistances penetration: +10% acid / +10% lightning It can be used to sting an enemy dealing 292 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Dairudunadig the Blackorder [power 160] (15 cooldown) Dairudunadig the Blackorder [power 160] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +4 Str / +2 Cun / +4 Con Changes resistances: +9% darkness Infravision radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 480 Base Damage: 182 Armor: 13 All Resist: 14 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Erelyfang the Cloudstone [power 548] (9 cooldown) Erelyfang the Cloudstone [power 548] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +25 (+7 eff.) Changes stats: +3 Dex / +3 Con Changes resistances: +15% light Changes resistances penetration: +25% lightning / +25% physical Changes damage: +18% lightning / +9% fire It can be used to sting an enemy dealing 380 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Faladur the Cystwild [power 392] (9 cooldown) Faladur the Cystwild [power 392] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +4 Con Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +9% mind Mental save: +18 (+4 eff.) Maximum hate: +10.00 Mindpower: +30 (+7 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 392 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Flashmaim the yew totem of healing [power 308] (9 cooldown) Flashmaim the yew totem of healing [power 308] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +3 Dex / +3 Wil / +4 Cun / +8 Con Changes damage: +18% light It can be used to heal yourself and all friendly characters within 10 spaces for 308 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Galadohad the elven-wood totem of healing [power 434] (9 cooldown) Galadohad the elven-wood totem of healing [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +4 Armour: +14 Effects on melee hit: * 21% chance to reduce armor by 13% Changes stats: +7 Con Changes damage: +9% physical Physical save: +18 (+5 eff.) Mental save: +9 (+2 eff.) Maximum stamina: +31.32 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 33% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Lelatir the elven-wood totem of summon tentacle [power 315] (15 cooldown) Lelatir the elven-wood totem of summon tentacle [power 315] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +3 Wil Infravision radius: +3 See invisible: +6 It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 740 Base Damage: 320 Armor: 18 All Resist: 16 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 15 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Spidersnake the ash totem of healing [power 176] (9 cooldown) Spidersnake the ash totem of healing [power 176] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% cold Changes damage: +9% nature / +3% cold It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 64% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life 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 Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Xanorath [power 416] (9 cooldown) Xanorath [power 416] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +6 Physical power: +30 (+5 eff.) Armour: +16 Changes stats: +4 Str / +6 Dex It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of healing [power 512] (9 cooldown) cleansing dragonbone totem of healing [power 512] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 512 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Lustreshine' [power 46] (12 cooldown) elven-wood totem of thorny skin 'Lustreshine' [power 46] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% light Changes resistances penetration: +25% light It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 60% Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death 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. |
9 diamond 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. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
quartz 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. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By zigur juggernaut the Thalore Berserker level 39
50th Dusk 123rd year of Ascendancy at 22:11 see stats
By zigur juggernaut the Thalore Berserker level 50
45th Regrowth 124th year of Ascendancy at 22:29 see stats
By zigur juggernaut the Thalore Berserker level 39
49th Dusk 123rd year of Ascendancy at 05:56 see stats
By zigur juggernaut the Thalore Berserker level 23
65th Regrowth 123rd year of Ascendancy at 10:34 see stats
By zigur juggernaut the Thalore Berserker level 43
71st Dusk 123rd year of Ascendancy at 16:28 see stats
By zigur juggernaut the Thalore Berserker level 50
70th Haze 123rd year of Ascendancy at 13:59 see stats
By zigur juggernaut the Thalore Berserker level 42
66th Dusk 123rd year of Ascendancy at 04:28 see stats
By zigur juggernaut the Thalore Berserker level 40
56th Dusk 123rd year of Ascendancy at 14:12 see stats
By zigur juggernaut the Thalore Berserker level 10
24th Haze 122nd year of Ascendancy at 05:09 see stats
By zigur juggernaut the Thalore Berserker level 41
61st Dusk 123rd year of Ascendancy at 19:35 see stats
By zigur juggernaut the Thalore Berserker level 35
37th Dusk 123rd year of Ascendancy at 15:58 see stats
By zigur juggernaut the Thalore Berserker level 50
61st Pyre 124th year of Ascendancy at 04:10 see stats
By zigur juggernaut the Thalore Berserker level 23
71st Regrowth 123rd year of Ascendancy at 05:26 see stats
By zigur juggernaut the Thalore Berserker level 31
3rd Summertide 123rd year of Ascendancy at 13:50 see stats
By zigur juggernaut the Thalore Berserker level 29
12nd Pyre 123rd year of Ascendancy at 19:53 see stats
By zigur juggernaut the Thalore Berserker level 50
53rd Pyre 124th year of Ascendancy at 10:23 see stats
By zigur juggernaut the Thalore Berserker level 50
7th Pyre 124th year of Ascendancy at 01:59 see stats
By zigur juggernaut the Thalore Berserker level 32
8th Flare 123rd year of Ascendancy at 23:12 see stats
By zigur juggernaut the Thalore Berserker level 45
72nd Dusk 123rd year of Ascendancy at 22:08 see stats
By zigur juggernaut the Thalore Berserker level 50
79th Haze 123rd year of Ascendancy at 09:07 see stats
By zigur juggernaut the Thalore Berserker level 10
77th Dusk 122nd year of Ascendancy at 09:50 see stats
By zigur juggernaut the Thalore Berserker level 20
1st Wintertide 123rd year of Ascendancy at 09:38 see stats
By zigur juggernaut the Thalore Berserker level 30
12nd Pyre 123rd year of Ascendancy at 22:42 see stats
By zigur juggernaut the Thalore Berserker level 40
54th Dusk 123rd year of Ascendancy at 00:55 see stats
By zigur juggernaut the Thalore Berserker level 50
59th Haze 123rd year of Ascendancy at 17:31 see stats
By zigur juggernaut the Thalore Berserker level 50
45th Regrowth 124th year of Ascendancy at 04:06 see stats
By zigur juggernaut the Thalore Berserker level 50
36th Pyre 124th year of Ascendancy at 23:21 see stats
By zigur juggernaut the Thalore Berserker level 30
35th Pyre 123rd year of Ascendancy at 22:29 see stats
By zigur juggernaut the Thalore Berserker level 50
18th Regrowth 124th year of Ascendancy at 18:28 see stats
By zigur juggernaut the Thalore Berserker level 48
36th Haze 123rd year of Ascendancy at 23:57 see stats
By zigur juggernaut the Thalore Berserker level 30
17th Pyre 123rd year of Ascendancy at 15:35 see stats
By zigur juggernaut the Thalore Berserker level 23
70th Regrowth 123rd year of Ascendancy at 14:38 see stats
By zigur juggernaut the Thalore Berserker level 42
61st Dusk 123rd year of Ascendancy at 22:19 see stats
By zigur juggernaut the Thalore Berserker level 50
61st Pyre 124th year of Ascendancy at 04:08 see stats
By zigur juggernaut the Thalore Berserker level 6
72nd Dusk 122nd year of Ascendancy at 08:07 see stats
By zigur juggernaut the Thalore Berserker level 50
1st Decay 123rd year of Ascendancy at 12:14 see stats
By zigur juggernaut the Thalore Berserker level 30
18th Pyre 123rd year of Ascendancy at 17:04 see stats
By zigur juggernaut the Thalore Berserker level 50
61st Pyre 124th year of Ascendancy at 04:10 see stats
By zigur juggernaut the Thalore Berserker level 50
80th Haze 123rd year of Ascendancy at 08:18 see stats
By zigur juggernaut the Thalore Berserker level 10
79th Dusk 122nd year of Ascendancy at 17:35 see stats
By zigur juggernaut the Thalore Berserker level 46
11st Haze 123rd year of Ascendancy at 04:07 see stats
By zigur juggernaut the Thalore Berserker level 27
1st Time of Balance 123rd year of Ascendancy at 13:06 see stats
By zigur juggernaut the Thalore Berserker level 19
7th Decay 122nd year of Ascendancy at 06:56 see stats
By zigur juggernaut the Thalore Berserker level 38
48th Dusk 123rd year of Ascendancy at 01:45 see stats
Log
Talent Dig is ready to use.
The One That Hunts casts Crumble.
Cave walls turns into cave floor.
Cave walls turns into cave floor.
The One That Hunts hits zigur juggernaut for (55 antimagic), 212 darkness (212 total damage).
The One That Hunts's morale has been lowered.
The One That Hunts casts Blightlash.
The One That Hunts hits zigur juggernaut for (55 antimagic), 14 blight, (55 antimagic), 125 blight (139 total damage).
Melee retaliation hits The One That Hunts for 0 acid, 0 physical, 0 acid, 0 physical (0 total damage).
The One That Hunts's morale has been lowered.
Minotaur cover of leaves falls apart.
Zigur juggernaut's armour is more intact.
The One That Hunts casts Blightlash.
Melee retaliation hits The One That Hunts for 0 acid, 0 physical, 0 acid, 0 physical (0 total damage).
The One That Hunts hits zigur juggernaut for (35 antimagic), 0 blight, (55 antimagic), 59 blight (59 total damage).
The One That Hunts's morale has been lowered.
Turtle cover of leaves falls apart.
Zigur juggernaut's ability to fight has recovered.
Talent Stunning Blow is ready to use.
The One That Hunts casts Tendrils Eruption.
Zigur juggernaut is caught by a slimy tendril.
The One That Hunts hits zigur juggernaut for (55 antimagic), 142 darkness (142 total damage).
Melee retaliation hits The One That Hunts for 0 acid, 0 physical (0 total damage).
The One That Hunts's morale has been lowered.
zigur juggernaut's rage subsides!
Zigur juggernaut no longer revels in blood quite so much.