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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Possessor |
Level / Exp | 50 / 1846% |
Size | medium |
Lifes / Deaths | Killed by luminous horror at level 40 on the 10th Profit 123rd year of Ascendancy at 13:13 / 1 |
Primary Stats
Strength | 229.51 (base 60) |
Dexterity | 144.3064 (base 30) |
Constitution | 47 (base 15) |
Magic | 38.032 (base 11) |
Willpower | 129 (base 62) |
Cunning | 133.5084 (base 61) |
Resources
Life | 7408/8901 |
Stamina | 524/524 |
Psi | 467/504 |
Healing Factor | 1.2623364354648 |
Regeneration | 52.03195880158 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 11.14642654451 |
See Stealth | 102.15459401707 |
See Invisible | 108.15459401707 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 407 |
Accuracy | 94 |
Crit Chance | 129% |
APR | 61 |
Speed | 0.91 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Blight | +20% |
Arcane | +28% |
Cold | +28% |
All | +13% |
Darkness | +13% |
Light | +13% |
Physical | +22% |
Mind | +50% |
Offense: Damage Penetration
Physical | +86% |
Darkness | +61% |
Light | +66% |
Cold | +66% |
Blight | +71% |
Arcane | +69% |
Mind | +66% |
All | +56% |
Defense: Base
Armour (hardiness) | 79.916341407095 (88.568973732692%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 103 |
Spell Save | 85 |
Mental Save | 92 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +106%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 93% |
Fear Resistance | 84% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 92% |
Inscriptions (4/4)
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 1151% 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 182 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 895 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Deep horror | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 8/5 |
| 11/5 |
| 1/5 |
| 1/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 8/5 |
| 5/5 |
| 0/5 |
| 10/5 |
| 12/5 |
| 3/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Channel Pain |
talent | Daunting Presence |
talent | Force Shield |
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
beneficial effect | Inspired by a recent kill increasing all resistance by 10%. Orcish Triumph |
beneficial effect | Mindpower (raw) increased by 6. Sadist |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
detrimental effect | The target has been splashed with acid, taking 55.10 acid damage per turn, reducing armour by 76 and attack by 66. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Yvirialle the forest wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by fiery orc wyrmic. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * 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: 2699. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within5 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 | Olilen (0 def, 5 armour) Olilen (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +11 Wil / +7 Cun / +15 Con Changes resistances penetration: +10% mind / +10% physical Changes damage: +9% physical Critical mult.: +10.00% Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +5.27 Mindpower: +28 (+5 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Bethurelaith BethurelaithInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +14 Wil / +1 Con Changes resistances penetration: +15% blight / +11% all Changes damage: +13% mind Critical mult.: +31.00% Maximum mana: +20.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Dimbloom' (8 def, 20 armour) voratun helm 'Dimbloom' (8 def, 20 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 42% Changes stats: +9 Str / +11 Dex / +2 Wil / +11 Cun / +4 Con Changes resistances: +9% darkness / +7% all Changes resistances penetration: +10% light Physical save: +14 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Aerunor the dragonbone totem of healing [power 482] (7 cooldown) Aerunor the dragonbone totem of healing [power 482] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% cold / +3% light / +9% temporal Spell save: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 7 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | Gloompython GloompythonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +12 Str / +3 Dex / +5 Wil / +6 Cun Changes resistances: +6% darkness Changes resistances penetration: +10% cold Changes damage: +24% mind Maximum hate: +8.00 Rings make your fingers look great! |
On fingers | voratun turquoise ring voratun turquoise ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +14 Defense: +13 (+3 eff.) Changes stats: +7 Str / +6 Wil Changes resistances: +6% temporal Changes resistances penetration: +10% all Mental save: +12 (+3 eff.) Stun/Freeze immunity: +20% Infravision radius: +3 See invisible: +6 Movement speed: +25% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | drakeskin leather belt 'Aerekira' drakeskin leather belt 'Aerekira'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +20.0% Physical power: +25 (+5 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +16.00% Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental crit. chance: +9% Size category: +1 A belt that goes around your waist. |
In main hand | voratun greatsword 'Woevault' (170% power, 4 apr) voratun greatsword 'Woevault' (170% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 42% Damage (Melee): +16 temporal When wielded/worn: Accuracy: +50 (+9 eff.) Armour penetration: +37 Physical crit. chance: +19.0% Effects on melee hit: * 10% chance to reduce damage dealt by 42% Damage when hit (Melee): 8 darkness Changes stats: +9 Dex Changes resistances: +6% temporal Changes resistances penetration: +5% darkness / +20% physical Critical mult.: +44.00% Combat speed: +10% Massive two-handed swords. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 12 power out of 25/25) : Effective talent level: 3.3 Power cost: 12 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Main armor | 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 (+3 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 (+3 eff.) Mental save: +25 (+5 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 7 power out of 25/25) : Effective talent level: 2.0 Power cost: 7 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 19 Armour, 28 Defense and your attacks will gain 35% 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. |
Cloak | Urutotir the elven-silk cloak (3 def, 0 armour) Urutotir the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +3 Con Changes resistances: +24% temporal / +6% light / +26% darkness Changes resistances penetration: +13% arcane Changes damage: +15% arcane Critical mult.: +23.00% Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Mana when firing critical spell: +2.00 Maximum mana: +68.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +6% Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eilinokira the Blizzardstrider Eilinokira the BlizzardstriderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +11 Defense: +11 (+2 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 4 acid Changes stats: +7 Dex / +9 Cun / +3 Con / +11 Lck Changes resistances: +3% acid / +3% cold Changes damage: +3% acid / +15% cold Critical mult.: +14.00% Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 307; cd 10) healing infusion of the sneak (heal 307; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 541; cd 14) healing infusion of the warrior (heal 541; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 541 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 sneak (die at -833; dur 7; cd 30) heroism infusion of the sneak (die at -833; 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: 30 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 -833 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 972 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. movement infusion (speed 812%; cd 13)movement infusion (speed 812%; 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% 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 psychic (speed 897%; cd 12) movement infusion of the psychic (speed 897%; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 897% 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. |
movement infusion of the psychic (speed 871%; cd 18) movement infusion of the psychic (speed 871%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 871% 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514; 17 cd)regeneration infusion (heal 514; 17 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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 17%; mental, physical; dur 3; cd 14) wild infusion (res 17%; mental, physical; dur 3; 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: 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 mental and physical effect and reduce all damage taken by 17% 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 of the duelist (res 44%; physical; dur 4; cd 10) wild infusion of the duelist (res 44%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; physical; dur 3; cd 10) wild infusion of the titan (res 27%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 of the warrior (res 61%; physical; dur 4; cd 12) wild infusion of the warrior (res 61%; physical; dur 4; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 61% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 62%; mental; dur 3; cd 10) wild infusion of the warrior (res 62%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 62% for 3 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 429; dur 4; cd 15) acid wave rune of the duelist (damage 429; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 429.01 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 44; resist 60%; move 54%; dur 5; cd 21) ethereal rune of the warrior (power 44; resist 60%; move 54%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 60% all resistance, you move 54% faster, and you are invisible (power 44). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 58; cd 19) shatter afflictions rune of the wizard (absorb 58; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 941; dur 6; cd 18) shielding rune of the warrior (absorb 941; dur 6; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 941 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 739; dur 4; cd 14) shielding rune of the warrior (absorb 739; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 739 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 42; blocks 5; dur 4; cd 16) stormshield rune (threshold 42; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 47; blocks 4; dur 4; cd 14) stormshield rune (threshold 47; blocks 4; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 71; blocks 7; dur 4; cd 17) stormshield rune of the psychic (threshold 71; blocks 7; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 7 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 14; blocks 4; dur 4; cd 14) stormshield rune of the wizard (threshold 14; blocks 4; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 4 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 67; blocks 5; dur 4; cd 13) stormshield rune of the wizard (threshold 67; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 67 up to 5 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 83; cd 16) teleportation rune of the titan (range 83; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 255; cd 17) teleportation rune of the warrior (range 255; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 255 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Aniduldil the steel amulet Aniduldil the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+5 eff.) Defense: +25 (+5 eff.) Fatigue: -6% Changes resistances: +2% physical Critical mult.: +20.00% Life regen: +2.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Blazewisp BlazewispInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% lightning / +3% fire Changes resistances penetration: +15% mind Stun/Freeze immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mental crit. chance: +1% Amulets make your neck look great! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 27 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Ivina the Dourblast Ivina the DourblastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% physical / +3% light / +6% cold / +5% arcane / +15% fire Changes resistances penetration: +10% darkness Critical mult.: +20.00% Physical save: +6 (+1 eff.) Stamina each turn: +1.10 Mindpower: +31 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Polata PolataPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +6 Mag Changes resistances penetration: +20% blight Disease immunity: +20% Silence immunity: +20% Confusion immunity: +20% Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +156.00 Spellpower: +30 (+11 eff.) Amulets make your neck look great! |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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 16 power out of 36/36) : Effective talent level: 4.0 Power cost: 16 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (136). 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. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
enraging voratun amulet of manastreaming enraging voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Mag Changes damage: +8% physical Mana each turn: +0.41 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +41.00 Combat speed: +10% Amulets make your neck look great! |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +8% physical Blindness immunity: +28% Infravision radius: +4 Sight radius: +2 See invisible: +10 Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Beleroddaran' gold amulet 'Beleroddaran'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Defense: +30 (+6 eff.) Changes stats: +2 Dex Talent mastery: +0.17 Psionic / Battle psionics Spell save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
restful stralite amulet of the eclipse restful stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 11 light / 10 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 42% * 9% chance to blind Changes damage: +10% light / +11% darkness Life regen: +3.00 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: +19 (+3 eff.) Spell save: +19 (+3 eff.) Mental save: +21 (+4 eff.) Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +24% Amulets make your neck look great! |
starseer's voratun amulet of manastreaming starseer's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +47.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
starseer's voratun amulet of the eclipse starseer's voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 10 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 42% * 12% chance to blind Changes stats: +3 Mag Changes damage: +16% darkness / +6% temporal / +14% light / +6% physical Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
steel amulet 'Broditorig' steel amulet 'Broditorig'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +10 Con Changes resistances: +9% acid Changes resistances penetration: +20% acid Changes damage: +9% blight Talent masteries: +0.20 Psionic / Psychic blows +0.20 Cunning / Survival Reduces incoming crit damage: 10.00% See invisible: +18 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 5 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. |
Bregerath the Gorestinger Bregerath the GorestingerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +8 Cun / +8 Wil Changes resistances: +15% darkness / +18% acid Changes damage: +15% nature Physical save: +15 (+3 eff.) Silence immunity: +21% Maximum life: +80.00 Mindpower: +13 (+3 eff.) 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! |
Cindermortal CindermortalCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes resistances: +15% temporal Changes resistances penetration: +20% temporal / +10% fire Changes damage: +18% blight Stun/Freeze immunity: +50% Life regen: +6.00 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! |
Cuthoromichik the steel ring Cuthoromichik the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str / +3 Mag / +7 Cun Changes resistances: +26% fire Changes resistances penetration: +25% acid Changes damage: +13% fire Maximum stamina: +30.00 Rings make your fingers look great! |
Dazzlewake the steel ring Dazzlewake the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% light Critical mult.: +20.00% Spell save: +18 (+3 eff.) Disarm immunity: +29% Pinning immunity: +28% Knockback immunity: +32% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +30.00 Spellpower: +30 (+11 eff.) Rings make your fingers look great! |
Dourfury the gold ring Dourfury the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +12% acid Changes resistances penetration: +5% darkness / +20% acid Changes damage: +12% darkness Blindness immunity: +35% Infravision radius: +5 See stealth: +17 See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Duskgrit the voratun ring Duskgrit the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 42% Damage when hit (Melee): 10 cold Changes resistances: +18% acid / +21% darkness Changes resistances penetration: +26% acid Changes damage: +18% acid / +18% cold Stun/Freeze immunity: +50% Life regen: +9.00 Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 76.27 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 15 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the 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 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Isalle the Torchtorrent Isalle the TorchtorrentPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +2 Wil Changes resistances penetration: +15% fire Maximum encumbrance: +22 Mental save: +4 (+1 eff.) Spellpower: +6 (+3 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
Ivaletira IvaletiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 53 Damage (Melee): 29 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 53 Damage (Ranged): 29 physical Changes stats: +9 Cun Changes resistances: +27% acid Physical save: +18 (+3 eff.) Spell save: +12 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 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! |
Lelokan the Healbreak Lelokan the HealbreakInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +6 Cun / +6 Wil Changes resistances: +9% fire Changes damage: +18% mind / +6% nature Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
Lisirama the steel ring Lisirama the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun / +4 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +3 (+1 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +21% Maximum stamina: +20.00 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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 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 14 power out of 30/30) : Effective talent level: 2.6 Power cost: 14 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nerolle the voratun ring Nerolle the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +21 Changes resistances: +9% light Critical mult.: +25.00% Reduces incoming crit damage: 19.96% Disarm immunity: +50% Pinning immunity: +47% Knockback immunity: +49% Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +183.04 Maximum mana: +80.00 Spellpower: +20 (+8 eff.) Mindpower: +20 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% 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 (+1 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 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 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. |
Offalgasher OffalgasherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +6% acid Changes resistances penetration: +20% acid / +25% arcane / +20% nature Changes damage: +21% arcane Stun/Freeze immunity: +38% Life regen: +6.00 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 (+1 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 (+2 eff.) Spell save: +10 (+2 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. |
Runymas the Singevengeance Runymas the SingevengeanceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +14 Str / +11 Cun / +9 Con Changes resistances penetration: +15% mind / +26% fire Changes damage: +30% arcane Hate when firing a critical mind attack: +4.00 Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
Tidunadan the Flashstrider Tidunadan the FlashstriderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Cun / +9 Wil Changes resistances: +5% physical Maximum encumbrance: +26 Confusion immunity: +20% Pinning immunity: +10% Life regen: +4.00 Light radius: +2 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 28.70 cold and 27.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 27 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 4.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 148.91 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Voidtickler VoidticklerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 42% Damage when hit (Melee): 8 lightning Changes resistances: +6% mind / +9% darkness Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +18% mind Mental save: +11 (+2 eff.) Confusion immunity: +35% Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 6 lightning Changes stats: +7 Dex / +6 Mag / +7 Cun / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +15% light Spell save: +28 (+5 eff.) Maximum stamina: +23.00 Light radius: +3 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zuburin ZuburinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +2 Cun / +5 Wil Changes resistances: +12% nature / +2% physical Mental save: +10 (+2 eff.) Infravision radius: +3 Rings make your fingers look great! |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Str / +5 Con Life regen: +14.00 Maximum life: +43.00 Healing mod.: +14% Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 53 Damage (Melee): 14 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 53 Damage (Ranged): 16 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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! |
gold ring 'Fogmire' gold ring 'Fogmire'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 42% Changes resistances: +3% lightning / +3% physical / +6% light / +9% mind / +18% nature Spellpower: +9 (+4 eff.) Mindpower: +10 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
gold ring 'Strikedredge' gold ring 'Strikedredge'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Changes stats: +5 Mag Changes resistances: +18% lightning / +27% acid Changes damage: +15% fire Blindness immunity: +23% Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +31.00 Infravision radius: +4 See invisible: +12 Rings make your fingers look great! |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 53 Damage (Melee): 14 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 53 Damage (Ranged): 8 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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! |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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! |
painweaver's copper ring of perseverance painweaver's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +5% all Stun/Freeze immunity: +22% Life regen: +2.00 Spellpower: +6 (+3 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Physical power: +10 (+2 eff.) Defense: +17 (+3 eff.) Changes damage: +7% all Spellpower: +13 (+5 eff.) Mindpower: +14 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings make your fingers look great! |
rogue's gold ring of tenacity rogue's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Disarm immunity: +25% Pinning immunity: +29% Knockback immunity: +28% Maximum life: +22.00 Rings make your fingers look great! |
savage's gold ring of clarity savage's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+2 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +32% Maximum stamina: +12.00 Rings make your fingers look great! |
savage's gold ring of darkness (+26%) savage's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +14 (+2 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
sneakthief's steel ring of life sneakthief's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +7.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! |
solipsist's gold ring of life solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Life regen: +12.00 Maximum life: +58.00 Mindpower: +7 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Disarm immunity: +24% Pinning immunity: +29% Knockback immunity: +23% Maximum life: +34.00 Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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! |
stralite ring 'Radhuldir' stralite ring 'Radhuldir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Defense: +32 (+6 eff.) Physical save: +19 (+3 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +40.00 Rings make your fingers look great! |
titan's copper ring of lightning (+20%) titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+1 eff.) Rings make your fingers look great! |
voratun ring 'Borutar' voratun ring 'Borutar'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +3 Con Changes resistances: +15% mind Changes damage: +6% blight / +15% mind / +9% arcane Critical mult.: +10.00% Maximum encumbrance: +30 Spell save: +11 (+2 eff.) Maximum mana: +60.00 Maximum stamina: +27.00 Rings make your fingers look great! |
voratun ring 'Dawnmaim' voratun ring 'Dawnmaim'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 light Changes resistances: +21% fire Changes resistances penetration: +25% light / +25% acid Changes damage: +15% acid Silence immunity: +48% Mana each turn: +0.33 Light radius: +3 Rings make your fingers look great! |
voratun ring of light (+34%) voratun ring of light (+34%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +34% light Changes damage: +17% light Rings make your fingers look great! |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+2 eff.) Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 29% for 5 turns. Rings make your fingers look great! |
voratun turquoise ring voratun turquoise ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +10% all Mindpower: +11 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of pilfering warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Armour: +10 Defense: +10 (+2 eff.) Changes stats: +5 Str It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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! |
wizard's voratun ring of pilfering wizard's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Defense: +14 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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! |
Cloudblast the voratun battleaxe (171% power, 4 apr) Cloudblast the voratun battleaxe (171% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 nature When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 lightning Changes stats: +6 Con Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +19% physical Changes damage: +6% acid Spell save: +3 (+0 eff.) Disarm immunity: +49% Massive two-handed battleaxes. |
Korevon the Rotpain (170% power, 4 apr) Korevon the Rotpain (170% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +80 (+14 eff.) Defense: +21 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +27 Str Changes resistances: +6% blight Changes resistances penetration: +10% nature Changes damage: +12% blight / +36% physical / +6% nature Disarm immunity: +70% Damage Shield penetration: +20% Massive two-handed battleaxes. |
Mayutta the Scaldworm (168% power, 4 apr) Mayutta the Scaldworm (168% 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: 169% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +20.0% Defense: +21 (+4 eff.) Damage when hit (Melee): 6 fire Changes resistances: +21% fire Changes resistances penetration: +20% fire Changes damage: +9% fire Disarm immunity: +48% Massive two-handed battleaxes. |
Mudil the voratun battleaxe (184% power, 4 apr) Mudil the voratun battleaxe (184% 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: 184% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 Damage (Melee): +4 mind / +21 blight When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +2 Cun / +3 Str See invisible: +12 Massive two-handed battleaxes. |
Shinepain the voratun battleaxe (185% power, 4 apr) Shinepain the voratun battleaxe (185% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +23 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +16.0% Damage when hit (Melee): 4 light Changes resistances penetration: +5% light Changes damage: +9% light Critical mult.: +35.00% Light radius: +3 Massive two-handed battleaxes. |
Tarrisus (169% power, 4 apr) Tarrisus (169% 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: 169% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Accuracy: +47 (+9 eff.) Defense: +16 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 53 Damage when hit (Melee): 2 mind Changes stats: +12 Str / +5 Wil Changes damage: +17% physical Disarm immunity: +57% Mindpower: +15 (+3 eff.) Mental crit. chance: +2% Massive two-handed battleaxes. |
voratun battleaxe 'Cracklerock' (168% power, 4 apr) voratun battleaxe 'Cracklerock' (168% 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: 169% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +8 blight / +35 cold Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +40 (+8 eff.) Defense: +36 (+7 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +9% blight Disarm immunity: +126% Massive two-handed battleaxes. |
voratun battleaxe 'Unryvon' (188% power, 4 apr) voratun battleaxe 'Unryvon' (188% 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: 188% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind / +20 fire When wielded/worn: Accuracy: +19 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 53 Damage when hit (Melee): 4 mind Changes stats: +6 Dex Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Combat speed: +10% Massive two-handed battleaxes. |
Beerab the voratun greatmaul (178% power, 4 apr) Beerab the voratun greatmaul (178% power, 4 apr)Requires: - Strength 48 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: 178% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +47 (+9 eff.) Defense: +19 (+4 eff.) Changes stats: +19 Str / +26 Dex / +13 Mag / +17 Wil / +19 Cun / +17 Con Changes resistances: +15% mind / +9% nature Changes damage: +3% mind Disarm immunity: +64% Teleport immunity: +10% Only die when reaching: -60.00 life Combat speed: +10% Massive two-handed mauls. |
Tempestnight (181% power, 4 apr) Tempestnight (181% 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: 181% Range: 1.5x Uses stats: 40% Wil, 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 62 damage Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +8 acid / +61 fire When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Damage when hit (Melee): 6 acid Changes resistances penetration: +15% lightning / +20% fire / +15% acid / +20% all Changes damage: +6% acid Global speed: +10% Massive two-handed mauls. |
voratun greatmaul 'Bethelaith' (177% power, 4 apr) voratun greatmaul 'Bethelaith' (177% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 40% Wil, 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: * 27% chance to reduce all saves and defense by 53 * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +39 mind When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to slow global speed by 83% Changes stats: +6 Cun / +6 Wil Changes resistances: +9% cold Spell save: +18 (+3 eff.) Massive two-handed mauls. |
Daimyblek the Shockstreaker (175% power, 4 apr) Daimyblek the Shockstreaker (175% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 darkness Damage (radius 1) on hit: +8 lightning Damage against: +28% Living When wielded/worn: Physical crit. chance: +13.0% Physical power: +19 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 83% Damage when hit (Melee): 10 lightning Changes stats: +7 Con Changes resistances: +6% light / +12% lightning Changes resistances penetration: +19% physical Disarm immunity: +32% Massive two-handed swords. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Glathra the Blackgasher (193% power, 4 apr) Glathra the Blackgasher (193% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 42% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +28 blight / +12 darkness When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical power: +21 (+4 eff.) Armour: +6 Changes stats: +9 Con Changes resistances penetration: +19% physical Critical mult.: +5.00% Disarm immunity: +49% Stamina each turn: +3.00 Massive two-handed swords. |
Shimmerspitter (186% power, 4 apr) Shimmerspitter (186% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 187% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +23 blight When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +19 Changes stats: +8 Wil Changes resistances penetration: +21% physical Changes damage: +6% lightning Disease immunity: +24% Light radius: +2 Massive two-handed swords. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 40% Wil, 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
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 stats: 40% Wil, 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. |
voratun greatsword 'Cleansebutcher' (190% power, 4 apr) voratun greatsword 'Cleansebutcher' (190% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 temporal Damage (radius 1) on hit: +16 nature When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +21 Wil / +18 Con Changes resistances: +6% nature Changes resistances penetration: +14% physical Changes damage: +3% nature Disarm immunity: +39% Maximum life: +80.00 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 stats: 130% Mag, 40% Wil 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 (+17 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 89 power out of 30/200. 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. Shiverpiercer (136% power, 6 apr, darkness element)Shiverpiercer (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil 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: Physical power: +35 (+6 eff.) Armour: +18 Effects on melee hit: * 27% chance to reduce armor by 30% Damage when hit (Melee): 8 acid Changes resistances: +21% cold Changes resistances penetration: +20% acid Changes damage: +12% acid / +12% temporal / +30% darkness / +21% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Stamina each turn: +4.08 Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of shearing (150% power, 6 apr)arcing voratun waraxe of shearing (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Changes resistances penetration: +14% all One-handed war axes. |
This item will automatically be transmogrified when you leave the level. enhanced voratun waraxe of ruin (152% power, 6 apr)enhanced voratun waraxe of ruin (152% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +10 Con Critical mult.: +35.00% One-handed war axes. |
Bokaleg the drakeskin leather belt Bokaleg the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +4 Cun / +10 Lck Changes resistances: +11% acid / +8% fire / +10% lightning / +9% cold Changes resistances penetration: +15% mind Changes damage: +9% mind Trap disarming bonus: +22 Stealth bonus: +12 Psi when hit: +0.08 Maximum life: +70.00 Mindpower: +20 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
Bokamas the drakeskin leather belt Bokamas the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +6% acid Changes resistances penetration: +5% arcane Changes damage: +12% blight Damage against: +27% Summoned Reduced damage from: +41% Summoned Spell save: +6 (+1 eff.) Life regen: +2.50 Maximum life: +98.00 Maximum mana: +69.00 Maximum stamina: +54.00 Maximum hate: +18.00 Maximum psi: +30.00 Maximum vim: +42.00 Maximum pos.energy: +40.00 Maximum neg.energy: +32.00 Healing mod.: +27% Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Girdle of PreservationGirdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+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. |
Olofang the hardened leather belt Olofang the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +6% temporal Critical mult.: +31.00% Physical save: +11 (+2 eff.) Stamina each turn: +1.00 Maximum life: +45.00 Mindpower: +7 (+2 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce'Nynor the Frostsmasher (2 def, 0 armour) Ce'Nynor the Frostsmasher (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+5 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 4 cold Changes stats: +2 Mag Changes resistances: +5% arcane Changes damage: +30% arcane Spell save: +6 (+1 eff.) Maximum life: +58.00 Maximum mana: +100.00 Maximum stamina: +21.00 Maximum vim: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 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 5 power out of 25/25) : Effective talent level: 3.0 Power cost: 5 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 105 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. |
Honeg the Dimwreath (33 def, 0 armour) Honeg the Dimwreath (33 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 (+7 eff.) Damage when hit (Melee): 4 darkness Changes stats: +2 Dex / +5 Con Changes resistances: +10% acid / +2% physical / +10% cold / +10% fire / +9% lightning Changes resistances penetration: +10% darkness / +15% physical Physical save: +29 (+5 eff.) Only die when reaching: -40.00 life Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layada the Frozenstar (13 def, 10 armour) Layada the Frozenstar (13 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +10 Defense: +13 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 53 Changes stats: +9 Cun / +6 Dex Changes resistances: +6% mind / +3% cold Changes resistances penetration: +5% cold Changes damage: +3% mind / +12% cold Physical save: +25 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +24 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhulach (2 def, 14 armour) Rhulach (2 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning / +6% blight Changes damage: +6% mind Poison immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silimina the Glitterroar (3 def, 11 armour) Silimina the Glitterroar (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +6 Cun / +5 Dex Changes resistances: +26% cold Changes resistances penetration: +20% blight / +10% arcane / +25% light Changes damage: +15% arcane / +12% blight Critical mult.: +30.00% Maximum mana: +67.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of Angolwen (0 def, 0 armour)mindwoven elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Mental save: +30 (+6 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barethad the pair of voratun boots (10 def, 5 armour) Barethad the pair of voratun boots (10 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +9.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +4 Cun / +5 Con Changes resistances: +6% temporal Changes damage: +12% physical Maximum encumbrance: +41 Physical save: +32 (+5 eff.) Mental save: +21 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 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 15 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. |
Brightripper (0 def, 3 armour) Brightripper (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 53 * 20% chance to reduce armor by 30% Changes stats: +4 Cun / +4 Con Changes resistances: +15% fire Changes resistances penetration: +25% mind / +15% fire Changes damage: +24% mind Physical save: +19 (+3 eff.) Mental save: +16 (+3 eff.) A pair of boots made of leather. |
Mardinik the Chargestoker (7 def, 5 armour) Mardinik the Chargestoker (7 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +11 Dex / +4 Wil / +5 Con Changes resistances: +6% lightning / +10% fire / +12% temporal / +11% cold Changes resistances penetration: +10% temporal / +7% physical Mindpower: +6 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
This item will automatically be transmogrified when you leave the level. Zuldil the pair of drakeskin leather boots (0 def, 5 armour)Zuldil the pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +9 Physical crit. chance: +10.0% Armour: +5 Effects on melee hit: * 27% chance to reduce armor by 30% Changes stats: +7 Wil / +6 Cun / +12 Con Changes resistances penetration: +34% blight Physical save: +25 (+4 eff.) Mental save: +49 (+10 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of massiveness (0 def, 14 armour)miner's pair of voratun boots of massiveness (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +8 Str / +10 Con Changes damage: +10% physical Infravision radius: +2 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. |
pair of drakeskin leather boots 'Lustreweeper' (0 def, 5 armour) pair of drakeskin leather boots 'Lustreweeper' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to slow global speed by 83% Changes stats: +12 Wil / +6 Cun / +6 Con Changes resistances: +6% temporal / +6% light / +9% fire / +5% arcane / +9% nature Changes resistances penetration: +9% physical Physical save: +12 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +1.30 Maximum stamina: +30.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Bleakqueen (0 def, 3 armour) Bleakqueen (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +41 (+8 eff.) Physical crit. chance: +2.0% Armour: +3 Changes stats: +7 Str / +8 Con Changes damage: +9% darkness / +21% temporal Physical save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltpower the voratun gauntlets (0 def, 3 armour) Boltpower the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 nature Changes stats: +2 Wil Changes resistances: +8% nature / +6% lightning Changes damage: +6% blight / +9% nature / +6% arcane Life regen: +12.00 Stamina each turn: +2.50 Psi each turn: +0.65 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterhacker (0 def, 16 armour) Glitterhacker (0 def, 16 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +16 Armour Hardiness: +15% Fatigue: +5% Changes stats: +5 Str / +3 Mag / +5 Cun / +16 Con Changes resistances: +9% physical / +12% light / +10% darkness Changes resistances penetration: +20% acid Changes damage: +27% acid Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 55.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Islara the voratun gauntlets (0 def, 3 armour) Islara the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Effects on melee hit: * 18% chance to reduce all saves and defense by 53 Damage (Melee): 17 mind / 23 darkness Changes stats: +5 Dex / +1 Mag / +2 Wil / +4 Cun / +1 Con Physical save: +5 (+1 eff.) Mental save: -4 (-1 eff.) Disarm immunity: +29% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +4 (+1 eff.) See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Mayuta the Glarebreeze (0 def, 3 armour) Mayuta the Glarebreeze (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +37 (+7 eff.) Physical crit. chance: +9.0% Armour: +3 Damage when hit (Melee): 8 light Changes stats: +8 Dex Changes resistances: +12% acid Critical mult.: +14.00% Physical save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Maximum life: +20.00 Spell crit. chance: +15% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Instill Fear (costing 9 power out of 30/30) : Effective talent level: 3.0 Power cost: 9 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 57.62 mind and 43.37 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 40% 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 40. Terrified: Deals 14.22 mind and 10.70 darkness damage per turn and increases cooldowns by 60%. Haunted: Causes the target to suffer 22.44 mind and 16.89 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
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% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Emath the Searwolf (0 def, 11 armour) Emath the Searwolf (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +11 Fatigue: +5% Changes stats: +21 Str / +9 Dex / +5 Con Changes resistances: +15% fire Physical save: +12 (+2 eff.) Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 1507.5 Physical damage. If the attack hits, the target is confused (47% 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. |
Rimeblack the hardened leather cap (15 def, 3 armour) Rimeblack the hardened leather cap (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Defense: +15 (+3 eff.) Fatigue: +3% Changes stats: +7 Str / +4 Con Changes resistances: +15% blight / +18% cold Changes damage: +15% physical Physical save: +20 (+3 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Winterquarry the voratun helm (12 def, 5 armour) Winterquarry the voratun helm (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes stats: +5 Cun / +9 Wil Changes resistances: +14% blight Changes resistances penetration: +15% cold Changes damage: +6% blight / +6% cold Physical save: +19 (+3 eff.) Mental save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 18 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. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of fortune (0 def, 5 armour)drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +16 Lck Spell crit. chance: +8% Mental crit. chance: +8% A cap made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 386.86 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 12 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
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 (+8 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 12 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. |
9 agate 9 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. |
2081 alchemist agate 2081 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. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethemina the voratun pickaxe (dig speed 12 turns) Bethemina the voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +25% physical Changes damage: +18% acid Critical mult.: +15.00% Stamina each turn: +3.16 Only die when reaching: -84.29 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 14 power out of 30/30) : Effective talent level: 4.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 44.88 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Darkwarden the dwarven lantern Darkwarden the dwarven lanternInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 4 light Changes resistances: +21% darkness / +3% all Changes resistances penetration: +5% darkness Physical save: +33 (+6 eff.) Spell save: +32 (+6 eff.) Mental save: +20 (+4 eff.) Light radius: +6 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Infernogrind the dwarven lantern Infernogrind the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 28 fire Changes stats: +3 Wil Changes resistances: +15% blight / +20% fire / +9% darkness / +9% cold Mental save: +13 (+3 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Mindpower: +20 (+4 eff.) Mental crit. chance: +2% Light radius: +5 Infravision radius: +6 See stealth: +20 See invisible: +36 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 39 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Snowlore the dwarven lantern Snowlore the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes stats: +5 Con / +7 Wil Changes resistances: +15% blight Changes resistances penetration: +20% cold Changes damage: +9% arcane Critical mult.: +20.00% Reduces incoming crit damage: 19.62% Pinning immunity: +26% Life regen: +16.00 Vim when firing critical spell: +2.62 Only die when reaching: -80.00 life Maximum life: +119.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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.(170 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Vorothra VorothraCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +6 Defense: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +2 Dex / +2 Con Changes resistances: +9% acid Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 18 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Relgoroddantir' dwarven lantern 'Relgoroddantir'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +5 Con Changes resistances: +27% blight Changes resistances penetration: +15% temporal Mental save: +11 (+2 eff.) Life regen: +10.00 Maximum life: +65.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +9% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of corpselight watchleader's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +8% darkness Blindness immunity: +31% Confusion immunity: +15% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See stealth: +8 See invisible: +18 The wearer is treated as an undead. The wearer no longer has to breathe. 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 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 9 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
79 alchemist bloodstone 79 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. |
5 bloodstone 5 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. |
10 fire opal 10 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. |
10 garnet 10 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. |
9 ruby 9 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 423.65 fire damage (based on Magic) Activation costs 23 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (4/4) Rod of Recall (4/4)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 90 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 (2/2) Rod of Spydric Poison (2/2)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 396.69 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 12 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. |
Glacierminister the stralite torque of psionic shield [power 131] (12 cooldown) Glacierminister the stralite torque of psionic shield [power 131] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +4 Mag / +6 Wil Changes resistances penetration: +25% cold Spell save: +18 (+3 eff.) Maximum vim: +40.00 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Layubeth the Cinderdeath [power 159] (12 cooldown) Layubeth the Cinderdeath [power 159] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +12% lightning It can be used to setup a psionic shield, reducing all damage taken by 159 for 5 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 18% for 2 turns. * Gain a 38% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 8 power out of 35/35) : Effective talent level: 3.0 Power cost: 8 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 153 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tiderune [power 5] (12 cooldown) Tiderune [power 5] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +18% lightning / +4% physical / +6% temporal Changes resistances penetration: +10% cold Changes damage: +18% fire Blindness immunity: +21% Poison immunity: +21% Confusion immunity: +20% Only die when reaching: -40.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of psionic shield [power 101] (12 cooldown) cleansing stralite torque of psionic shield [power 101] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 101 for 5 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Pyresweeper' [power 205] (7 cooldown) dwarven-steel torque of gale force 'Pyresweeper' [power 205] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes resistances: +9% blight Changes resistances penetration: +10% blight / +5% fire It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 249 physical damage Activation puts all charms on cooldown for 7 turns. When used: * Heal for 57. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Islinne' [power 185] (7 cooldown) steel torque of gale force 'Islinne' [power 185] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +12 Changes stats: +2 Str Changes damage: +9% physical Physical save: +18 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 225 physical damage Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Malyrerand' [power 180] (7 cooldown) steel torque of mindblast 'Malyrerand' [power 180] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to reduce all saves and defense by 53 Changes resistances: +9% mind Changes damage: +15% mind Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% It can be used to blast the opponent's mind dealing 269 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Cobrapeal' [power 475] (7 cooldown) voratun torque of mindblast 'Cobrapeal' [power 475] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 83% Damage when hit (Melee): 10 fire Changes stats: +2 Cun Changes resistances: +16% mind / +9% nature Changes resistances penetration: +15% mind Changes damage: +12% mind Hate when firing a critical mind attack: +5.27 Mental crit. chance: +3% It can be used to blast the opponent's mind dealing 711 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belatira [power 206] (7 cooldown) Belatira [power 206] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% acid / +18% cold Reduces incoming crit damage: 15.00% Silence immunity: +20% Light radius: +2 It can be used to sting an enemy dealing 232 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Emeloba the Glowumbra [power 428] (7 cooldown) Emeloba the Glowumbra [power 428] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Dex / +5 Wil / +5 Con Changes resistances: +5% arcane / +18% light Changes damage: +9% light / +9% acid Infravision radius: +2 See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 428 Activation puts all charms on cooldown for 7 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 (+2 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. |
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 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of stinging 'Airhash' [power 410] (7 cooldown) elven-wood totem of stinging 'Airhash' [power 410] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +31 (+6 eff.) Damage when hit (Melee): 10 physical Changes stats: +3 Str / +3 Con Changes resistances penetration: +26% physical Changes damage: +9% lightning It can be used to sting an enemy dealing 462 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of summon tentacle [power 555] (16 cooldown) overpowered dragonbone totem of summon tentacle [power 555] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1448 Base Damage: 632 Armor: 24 All Resist: 41 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Gleamwind [power 170] (9 cooldown) Gleamwind [power 170] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% temporal Maximum wards: +3 blight / +3 fire / +2 light / +3 mind Talent granted: +1 Ward Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 14 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 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. |
11 quartz 11 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. |
4 amber 4 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. |
8 ametrine 8 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 ghost pirate the Dwarf Possessor level 38
5th Profit 123rd year of Ascendancy at 00:12 see stats
By ghost pirate the Dwarf Possessor level 40
17th Profit 123rd year of Ascendancy at 07:23 see stats
By ghost pirate the Dwarf Possessor level 50
19th Shortage 123rd year of Ascendancy at 22:12 see stats
By ghost pirate the Dwarf Possessor level 40
15th Profit 123rd year of Ascendancy at 15:43 see stats
By ghost pirate the Dwarf Possessor level 44
34th Profit 123rd year of Ascendancy at 00:17 see stats
By ghost pirate the Dwarf Possessor level 50
35th Dearth 123rd year of Ascendancy at 14:52 see stats
By ghost pirate the Dwarf Possessor level 44
28th Profit 123rd year of Ascendancy at 15:42 see stats
By ghost pirate the Dwarf Possessor level 10
30th Profit 122nd year of Ascendancy at 21:24 see stats
By ghost pirate the Dwarf Possessor level 42
24th Profit 123rd year of Ascendancy at 10:29 see stats
By ghost pirate the Dwarf Possessor level 35
15th Voratun 123rd year of Ascendancy at 19:58 see stats
By ghost pirate the Dwarf Possessor level 31
8th Gold 123rd year of Ascendancy at 02:25 see stats
By ghost pirate the Dwarf Possessor level 50
37th Steel 124th year of Ascendancy at 18:05 see stats
By ghost pirate the Dwarf Possessor level 19
26th Loss 122nd year of Ascendancy at 09:36 see stats
By ghost pirate the Dwarf Possessor level 32
9th Gold 123rd year of Ascendancy at 21:33 see stats
By ghost pirate the Dwarf Possessor level 30
39th Steel 123rd year of Ascendancy at 09:32 see stats
By ghost pirate the Dwarf Possessor level 50
17th Iron 124th year of Ascendancy at 19:44 see stats
By ghost pirate the Dwarf Possessor level 33
14th Gold 123rd year of Ascendancy at 21:52 see stats
By ghost pirate the Dwarf Possessor level 44
34th Profit 123rd year of Ascendancy at 20:29 see stats
By ghost pirate the Dwarf Possessor level 50
9th Shortage 123rd year of Ascendancy at 20:28 see stats
By ghost pirate the Dwarf Possessor level 10
1st Acquisition 122nd year of Ascendancy at 02:48 see stats
By ghost pirate the Dwarf Possessor level 20
27th Loss 122nd year of Ascendancy at 01:17 see stats
By ghost pirate the Dwarf Possessor level 30
17th Steel 123rd year of Ascendancy at 10:30 see stats
By ghost pirate the Dwarf Possessor level 40
10th Profit 123rd year of Ascendancy at 13:11 see stats
By ghost pirate the Dwarf Possessor level 50
14th Dearth 123rd year of Ascendancy at 05:10 see stats
By ghost pirate the Dwarf Possessor level 50
15th Iron 124th year of Ascendancy at 18:48 see stats
By ghost pirate the Dwarf Possessor level 50
26th Steel 124th year of Ascendancy at 06:03 see stats
By ghost pirate the Dwarf Possessor level 27
31st Iron 123rd year of Ascendancy at 10:34 see stats
By ghost pirate the Dwarf Possessor level 50
10th Shortage 123rd year of Ascendancy at 23:43 see stats
By ghost pirate the Dwarf Possessor level 26
30th Iron 123rd year of Ascendancy at 02:03 see stats
By ghost pirate the Dwarf Possessor level 19
25th Loss 122nd year of Ascendancy at 22:28 see stats
By ghost pirate the Dwarf Possessor level 42
24th Profit 123rd year of Ascendancy at 12:25 see stats
By ghost pirate the Dwarf Possessor level 6
20th Voratun 122nd year of Ascendancy at 00:41 see stats
By ghost pirate the Dwarf Possessor level 50
37th Steel 124th year of Ascendancy at 18:03 see stats
By ghost pirate the Dwarf Possessor level 20
11st Shortage 122nd year of Ascendancy at 09:00 see stats
By ghost pirate the Dwarf Possessor level 6
27th Voratun 122nd year of Ascendancy at 06:30 see stats
By ghost pirate the Dwarf Possessor level 50
15th Iron 124th year of Ascendancy at 08:23 see stats
By ghost pirate the Dwarf Possessor level 31
7th Gold 123rd year of Ascendancy at 13:15 see stats
By ghost pirate the Dwarf Possessor level 31
41st Steel 123rd year of Ascendancy at 12:11 see stats
By ghost pirate the Dwarf Possessor level 50
37th Steel 124th year of Ascendancy at 18:05 see stats
By ghost pirate the Dwarf Possessor level 42
21st Profit 123rd year of Ascendancy at 22:34 see stats
By ghost pirate the Dwarf Possessor level 10
3rd Acquisition 122nd year of Ascendancy at 06:22 see stats
By ghost pirate the Dwarf Possessor level 47
7th Wealth 123rd year of Ascendancy at 18:05 see stats
By ghost pirate the Dwarf Possessor level 24
15th Iron 123rd year of Ascendancy at 14:21 see stats
By ghost pirate the Dwarf Possessor level 17
12nd Loss 122nd year of Ascendancy at 02:37 see stats
By ghost pirate the Dwarf Possessor level 40
10th Profit 123rd year of Ascendancy at 13:13 see stats
By ghost pirate the Dwarf Possessor level 40
14th Profit 123rd year of Ascendancy at 20:43 see stats
Log
Shield of Light hits Argoniel for 2 light, 3 light, 6 darkness, 13 light (24 total damage).
High Sun Paladin Aeryn hits Argoniel for 31 light, 13 light, 8 light, 3 light, 6 darkness, 13 light (75 total damage).
ghost pirate converts some damage to Psi!
Acid Splash from Argoniel hits ghost pirate for 1 to psi, 8 acid (10 total damage).
Ghost pirate uses Massive Blow.
Wall turns into floor.
ghost pirate performs a melee critical strike against Something!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Ghost pirate roars triumphantly.
ghost pirate hits Something for 5335 physical damage.
Epidemic from Argoniel hits High Sun Paladin Aeryn for 112 blight damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 39 acid damage.
ghost pirate converts some damage to Psi!
Acid Splash from Argoniel hits ghost pirate for 2 to psi, 13 acid (15 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Ghost pirate deactivates Daunting Presence.
Ghost pirate no longer revels in blood quite so much.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Ghost pirate is no longer inspired.
Ghost pirate no longer revels in blood quite so much.