Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Rogue |
Level / Exp | 50 / 2378% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 134 (base 66) |
Constitution | 63 (base 40) |
Magic | 43 (base 12) |
Willpower | 22 (base 15) |
Cunning | 94 (base 60) |
Resources
Life | 1240/1305 |
Stamina | 85/265 |
Healing Factor | 1.5946192134509 |
Regeneration | 105.5965486282 |
Speed
Mental | +12.268086021979% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 15 |
See Stealth | 48.521131486849 |
See Invisible | 54.521131486849 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 130 |
Accuracy | 86 |
Crit Chance | 72% |
APR | 59 |
Speed | 0.89 |
Offense: Offhand
Damage | 121 |
Accuracy | 86 |
Crit Chance | 82% |
APR | 54 |
Speed | 0.89 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +38% |
Acid | +35% |
Nature | +45% |
Temporal | +42% |
Cold | +38% |
Physical | +89% |
Fire | +28% |
All | +15% |
Offense: Damage Penetration
Acid | +35% |
Temporal | +23% |
All | +10% |
Physical | +38% |
Mind | +30% |
Nature | +15% |
Defense: Base
Armour (hardiness) | -27.078681256311 (61.954438896676%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 41 |
Mental Save | 52 |
Defense: Resistances
Cold | + 70%( 70%) |
Acid | + 59%( 70%) |
Light | + 62%( 80%) |
Nature | + 70%( 70%) |
Darkness | + 53%( 70%) |
Physical | + 52%( 70%) |
Fire | + 56%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 85% |
Disarm Resistance | 34% |
Silence Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 9 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 878% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 24 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
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.50 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Duelist | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Chant of Fortitude |
talent | Blade Flurry |
talent | Secrets of the Eternals |
talent | Trained Reactions |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | The target is on fire, taking 220.20 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 48.0 and stamina regeneration by 11.8. Soothing Darkness |
beneficial effect | Has 3 throwing knives prepared: 3 KnivesRange: 7 Net Damage: 203 - 284 Accuracy: 103 (knife) APR: 47 Crit Chance: +99% Crit mult: 256% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target has been splashed with acid, taking 62.02 acid damage per turn, reducing armour by 85 and attack by 74. Acid Splash |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | Parrying melee and ranged attacks: Has a 86% chance to deflect up to 33 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target has 27% chance to evade melee and ranged attacks and gains 16 defense. Evasion |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by knifey. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by knifey. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Xerolrawe the forest troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ivolle the elder vampire. Escort: lost warrior (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2890. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Emelayavea' (21 def, 9 armour) pair of voratun boots 'Emelayavea' (21 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +21 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 10 mind Changes stats: +9 Dex Spell save: +6 (+2 eff.) Silence immunity: +47% Confusion immunity: +48% Stun/Freeze immunity: +50% Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +30 (+10 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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. |
On head | Poleldama the drakeskin leather cap (0 def, 11 armour) Poleldama the drakeskin leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +6 Physical crit. chance: +3.0% Armour: +11 Fatigue: +5% Changes stats: +15 Dex / +2 Con Changes resistances penetration: +20% mind Changes damage: +6% physical Critical mult.: +21.07% A cap made of leather. |
On hands | Armorath the voratun gauntlets (0 def, 3 armour) Armorath 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: +15 (+3 eff.) Physical crit. chance: +15.0% Armour: +3 Fatigue: +5% Changes stats: +12 Str / +4 Wil / +9 Cun / +4 Con Changes resistances: +14% darkness Talent mastery: +0.20 Technique / Grappling Critical mult.: +13.00% Disarm immunity: +34% Spell crit. chance: +16% Mental crit. chance: +12% Light radius: +2 Infravision radius: +5 See invisible: +6 When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +34.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +22 darkness It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Salebeth the Rimesweeper [power 434] (10 cooldown) Salebeth the Rimesweeper [power 434] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +25 (+5 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Con Changes resistances: +15% cold Critical mult.: +20.00% Mental save: +18 (+6 eff.) Mindpower: +15 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Strikesever the voratun ring Strikesever the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% nature Changes damage: +3% lightning Spell save: +25 (+9 eff.) Mental save: +19 (+6 eff.) Confusion immunity: +37% Stun/Freeze immunity: +60% Knockback immunity: +10% Life regen: +18.00 Maximum life: +100.00 Maximum stamina: +38.00 Healing mod.: +25% Rings make your fingers look great! |
On fingers | 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. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Changes stats: +8 Cun / +8 Dex Changes resistances: +5% all Changes resistances penetration: +10% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
In main hand | Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | Cyralle the Frostspar Cyralle the FrostsparCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+3 eff.) Defense: +5 (+1 eff.) Changes stats: +6 Dex / +4 Con Changes resistances penetration: +16% physical Changes damage: +17% physical / +9% temporal / +6% cold Critical mult.: +11.00% Spell save: +12 (+4 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Size category: +1 A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Borahek the elven-silk cloak (18 def, 30 armour) Borahek the elven-silk cloak (18 def, 30 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +31 (+6 eff.) Armour: +30 Defense: +18 (+3 eff.) Changes resistances: +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Sulfurquell the elven-silk robe (0 def, 0 armour) Sulfurquell the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 4 acid Changes stats: +8 Mag Changes resistances: +25% acid / +12% physical / +20% fire / +15% cold / +45% nature / +15% all Changes resistances penetration: +25% acid / +13% temporal / +5% nature / +12% physical Changes damage: +20% acid / +51% physical / +18% temporal / +13% fire / +30% nature / +17% cold Talent cooldown: Refit Golem (-4 turns) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the duelist (die at -801; dur 7; cd 28) heroism infusion of the duelist (die at -801; dur 7; cd 28)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 -801 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 841 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 720%; cd 8) movement infusion of the warrior (speed 720%; cd 8)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 increase movement speed by 720% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 380; 13 cd) regeneration infusion of the sneak (heal 380; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 4; cd 12) wild infusion (res 20%; magical, 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 4; cd 10) wild infusion (res 16%; magical; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 4; cd 10) wild infusion (res 20%; mental, 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: 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 mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 47%; physical; dur 3; cd 10) wild infusion of the duelist (res 47%; 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: 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 47% for 3 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. |
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: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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 (damage 263; dur 4; cd 15) acid wave rune (damage 263; 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 263.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 (damage 109; dur 4; cd 15) acid wave rune (damage 109; 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 109.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 524; dur 4; cd 16) acid wave rune of the duelist (damage 524; 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 523.53 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. |
acid wave rune of the wizard (damage 288; dur 4; cd 17) acid wave rune of the wizard (damage 288; 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 288.36 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 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. |
blink rune of the warrior (range 7; phase 19; cd 10) blink rune of the warrior (range 7; phase 19; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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 26; blocks 3; dur 4; cd 12) stormshield rune (threshold 26; blocks 3; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a 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 26 up to 3 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 66; blocks 5; dur 4; cd 13) stormshield rune (threshold 66; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a 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 66 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 of the psychic (threshold 49; blocks 5; dur 4; cd 16) stormshield rune of the psychic (threshold 49; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 5 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 psychic (threshold 83; blocks 7; dur 4; cd 15) stormshield rune of the psychic (threshold 83; blocks 7; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 83 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 sneak (threshold 27; blocks 6; dur 4; cd 15) stormshield rune of the sneak (threshold 27; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 27 up to 6 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 66; blocks 5; dur 4; cd 16) stormshield rune of the wizard (threshold 66; blocks 5; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 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 wizard (range 63; cd 13) teleportation rune of the wizard (range 63; 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Barak the Curewill Barak the CurewillInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +3 Con Changes resistances: +6% nature Changes damage: +3% nature Light radius: +3 Amulets make your neck look great! |
Bethokira BethokiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +1 Dex Changes resistances: +12% blight Talent mastery: +0.22 Technique / Combat techniques Stamina each turn: +3.00 Amulets make your neck look great! |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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. |
Galydur GalydurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +8% physical Stamina each turn: +0.50 Maximum hate: +4.00 Amulets make your neck look great! |
Radhimas RadhimasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Spell save: +9 (+3 eff.) Blindness immunity: +10% Cut immunity: +20% Pinning immunity: +33% Knockback immunity: +22% Maximum life: +20.00 Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 24 power out of 36/36) : Effective talent level: 4.0 Power cost: 24 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (135). 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. |
copper amulet 'Xerura' copper amulet 'Xerura'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% mind / +3% darkness Physical save: +3 (+2 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum life: +40.00 Amulets make your neck look great! |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
gold amulet 'Xerevena' gold amulet 'Xerevena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Con Critical mult.: +20.00% Mental save: +12 (+4 eff.) Stamina each turn: +3.00 Psi when hit: +0.16 Mental crit. chance: +4% 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! |
gold amulet 'Yverenne' gold amulet 'Yverenne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +15% blight / +5% physical / +5% arcane / +12% cold Cut immunity: +60% Stun/Freeze immunity: +20% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding voratun amulet of constitution (+5) grounding voratun amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% lightning Stun/Freeze immunity: +41% Amulets make your neck look great! |
serendipitous gold amulet of healing serendipitous gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +10 Lck Cut immunity: +50% Healing mod.: +19% Reduce all damage from unseen attackers: 12% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Glaresmash' steel amulet 'Glaresmash'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +20% light / +6% fire Changes damage: +6% fire Talent masteries: +0.21 Cunning / Stealth +0.21 Technique / Duelist Maximum stamina: +20.00 Amulets make your neck look great! |
stralite amulet 'Huryharavor' stralite amulet 'Huryharavor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Con Changes resistances: +26% lightning Changes resistances penetration: +20% mind Mental save: +18 (+6 eff.) Stun/Freeze immunity: +44% Maximum hate: +8.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% See invisible: +12 Amulets make your neck look great! |
vitalizing voratun amulet of willpower (+6) vitalizing voratun amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil / +6 Con Physical save: +19 (+8 eff.) Life regen: +2.00 Maximum life: +58.00 Amulets make your neck look great! |
wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +3 Mag / +5 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.50 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Movement speed: +10% Amulets make your neck look great! |
warmaker's voratun amulet warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +9 Dex / +8 Wil 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 7 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. |
Airsear the voratun ring Airsear the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 26 light Damage (Ranged): 40 light Changes stats: +10 Mag Changes resistances: +12% blight / +2% physical / +12% light Changes damage: +20% light / +9% lightning Mental save: +12 (+4 eff.) Teleport immunity: +21% Life regen: +4.00 Maximum life: +103.44 Maximum hate: +8.00 Healing mod.: +10% Rings make your fingers look great! |
Beladamira the voratun ring Beladamira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +2 Mag / +4 Wil / +9 Cun / +2 Con Changes resistances: +21% blight Changes resistances penetration: +20% acid Changes damage: +6% acid Infravision radius: +3 Rings make your fingers look great! |
Bethyreriamina the voratun ring Bethyreriamina the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Dex Changes resistances: +6% physical Changes resistances penetration: +25% physical / +20% temporal Mental save: +15 (+5 eff.) Confusion immunity: +50% 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! |
Blindmalice the copper ring Blindmalice the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 32 Damage (Melee): 6 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 8 physical Changes stats: +2 Cun Changes resistances penetration: +25% darkness / +10% cold Changes damage: +15% darkness / +6% fire Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
Brightstriker the steel ring Brightstriker the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +24% lightning / +6% light Changes resistances penetration: +15% light Changes damage: +12% lightning / +12% light / +12% acid Rings make your fingers look great! |
Duathelfist DuathelfistInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Changes stats: +4 Str / +3 Wil / +5 Cun Changes resistances: +26% nature Changes resistances penetration: +25% darkness Changes damage: +13% nature Maximum stamina: +30.00 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. |
Emeloriabeth the Sewerstrike Emeloriabeth the SewerstrikeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane / 10 nature Changes stats: +10 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% cold Changes damage: +15% nature Mental save: +20 (+6 eff.) Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+17 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. |
Gorurath the Mucknight Gorurath the MucknightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +6 Con Changes resistances: +30% blight / +3% fire / +30% nature / +9% light Spell save: +26 (+9 eff.) Poison immunity: +57% Disease immunity: +53% Hate when firing a critical mind attack: +4.00 Maximum stamina: +40.00 Maximum psi: +30.00 Rings make your fingers look great! |
Hathedunik the steel ring Hathedunik the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +8 Wil Mental save: +18 (+6 eff.) Disarm immunity: +29% Pinning immunity: +31% Knockback immunity: +29% Equilibrium when hit: +0.08 Maximum life: +30.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Mayemirin the Willowfurnace Mayemirin the WillowfurnaceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 2 darkness Changes resistances: +42% nature / +18% lightning Changes damage: +15% nature / +12% darkness 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 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
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 (+4 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. |
Scabbloom ScabbloomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Mag / +7 Con Changes resistances penetration: +25% blight Changes damage: +6% arcane Physical save: +14 (+7 eff.) Spell save: +18 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+5 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! |
Tundrashine TundrashineInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% acid / +15% cold Mental save: +19 (+6 eff.) Confusion immunity: +26% Psi when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +4% 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 14.21 cold and 19.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 39 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Wil / +9 Con Changes resistances: +25% acid / +40% darkness / +29% fire / +29% cold / +12% mind / +29% lightning Changes damage: +20% darkness / +3% fire Reduces incoming crit damage: 10.00% Spell save: +18 (+6 eff.) Maximum stamina: +40.00 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? |
Xanuth the Pyreprophet Xanuth the PyreprophetInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +12% mind / +3% lightning Changes resistances penetration: +25% fire Changes damage: +12% mind / +3% light Light radius: +1 Rings make your fingers look great! |
Xaribeth XaribethPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Mag Changes resistances penetration: +15% blight Spell save: +3 (+1 eff.) Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +29% Life regen: +5.00 Maximum life: +72.00 Spellpower: +7 (+3 eff.) Healing mod.: +13% Rings make your fingers look great! |
conjurer's copper ring conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Hailmark' copper ring 'Hailmark'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Dex / +2 Con Changes resistances: +6% cold Changes resistances penetration: +5% physical Critical mult.: +10.00% Physical save: +3 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Physical power: +6 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.2 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +7 Str / +7 Con Rings make your fingers look great! |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +8 Str / +8 Con Rings make your fingers look great! |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Str / +8 Con Life regen: +8.00 Maximum life: +77.00 Healing mod.: +15% Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Fatigue: -6% Damage when hit (Melee): 4 physical / 2 temporal Changes stats: +1 Con / +5 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% physical Maximum encumbrance: +32 Spell save: +14 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +30% Maximum stamina: +12.00 Rings make your fingers look great! |
gold ring 'Chargesting' gold ring 'Chargesting'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +15% darkness / +5% arcane Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Confusion immunity: +35% Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +60.00 Rings make your fingers look great! |
gold ring of luminosity gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 22 light Changes stats: +5 Mag Changes damage: +14% light 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 32 Damage (Melee): 14 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 13 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
mule's voratun ring of warding mule's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +19% acid / +26% fire / +13% lightning / +18% cold Maximum encumbrance: +30 Rings make your fingers look great! |
pixie's voratun ring of misery pixie's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 32 Damage (Melee): 34 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 32 Damage (Ranged): 20 physical Changes stats: +12 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +10 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
psionicist's copper ring of tenacity psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
rogue's copper ring of fire (+22%) rogue's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings make your fingers look great! |
savior's gold ring of clarity savior's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +18 (+6 eff.) Confusion immunity: +26% Rings make your fingers look great! |
savior's steel ring of sensing savior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +8 See invisible: +9 Rings make your fingers look great! |
sneakthief's voratun ring of lightning (+36%) sneakthief's voratun ring of lightning (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +8 Dex Changes resistances: +36% lightning Changes damage: +18% lightning Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +4 Wil Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of frost (+22%) titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+3 eff.) Rings make your fingers look great! |
titan's gold ring of clarity titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+6 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +29% Rings make your fingers look great! |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +9 (+2 eff.) Changes stats: +5 Con Physical save: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.2 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% 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! |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +14 (+3 eff.) Changes resistances: +10% nature / +13% blight Poison immunity: +15% Disease immunity: +22% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 3.2 Power cost: 26 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 31% for 5 turns. Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Cun / +8 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Cun / +7 Dex Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +8 Mag Stun/Freeze immunity: +60% Spellpower: +12 (+5 eff.) Rings make your fingers look great! |
voratun ring 'Ragybers' voratun ring 'Ragybers'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Changes stats: +6 Str / +6 Wil Changes resistances: +9% fire Reduces incoming crit damage: 10.00% Silence immunity: +48% Knockback immunity: +21% Teleport immunity: +20% Mana each turn: +0.40 Mindpower: +30 (+10 eff.) Rings make your fingers look great! |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +96.00 Healing mod.: +12% Rings make your fingers look great! |
voratun ring of luminosity voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 28 light Damage (Ranged): 18 light Changes stats: +7 Mag Changes damage: +12% light Rings make your fingers look great! |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! |
warrior's gold ring of life warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +8.00 Maximum life: +64.00 Healing mod.: +13% Rings make your fingers look great! |
warrior's gold ring of luminosity warrior's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 16 light Damage (Ranged): 10 light Changes stats: +4 Str / +3 Mag Changes damage: +10% light Rings make your fingers look great! |
wizard's voratun ring of warding wizard's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +23% acid / +29% fire / +22% lightning / +21% cold Spell save: +14 (+5 eff.) Rings make your fingers look great! |
Orc Feller (156% power, 11 apr) Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. Demonquake (150% power, 6 apr)Demonquake (150% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +24 darkness Damage (radius 1) on hit: +16 acid / +24 fire Damage (radius 2) on crit: +27 acid When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 59% Damage when hit (Melee): 14 darkness Changes resistances: +12% acid / +12% nature / +24% lightning Changes resistances penetration: +20% acid Sharp, long, and deadly. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 20 power out of 30/30) : Effective talent level: 6.4 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 82 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Skyqueller SkyquellerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +7 Cun Changes resistances penetration: +20% physical Changes damage: +9% lightning / +25% physical / +18% mind / +9% fire Equilibrium when hit: +0.20 Mindpower: +30 (+10 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+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 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 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 7 power out of 25/25) : Effective talent level: 3.0 Power cost: 7 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 53 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. |
Lelothad (2 def, 14 armour) Lelothad (2 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Spell save: +6 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismswift (3 def, 0 armour) Prismswift (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +9% acid / +6% fire / +6% blight Changes resistances penetration: +20% light / +15% arcane Changes damage: +15% arcane Critical mult.: +21.00% Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Psi when hit: +0.04 Maximum mana: +63.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +6% Mindpower: +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sepsisscar (2 def, 0 armour) Sepsisscar (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +17% darkness / +21% temporal Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Maximum psi: +50.00 Mindpower: +15 (+5 eff.) Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% 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 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Nodan' (28 def, 10 armour) elven-silk cloak 'Nodan' (28 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +28 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 29% Damage when hit (Melee): 4 acid Changes stats: +6 Str / +10 Con Changes resistances penetration: +20% acid Changes damage: +33% acid Reduces incoming crit damage: 15.00% Physical save: +55 (+20 eff.) Spell save: +25 (+9 eff.) Mental save: +19 (+6 eff.) Maximum life: +83.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dimknight the silk robe (0 def, 0 armour) Dimknight the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% Changes resistances: +39% acid / +15% fire / +3% light / +13% all Changes resistances penetration: +12% darkness / +13% physical Changes damage: +24% acid / +24% physical / +15% darkness / +10% fire Spell save: +3 (+1 eff.) Maximum hate: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Fulidubers' (0 def, 0 armour) elven-silk robe 'Fulidubers' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% darkness / +17% mind / +36% light / +15% all Changes damage: +12% mind / +24% light / +13% all Physical save: +18 (+8 eff.) Spell save: +32 (+11 eff.) Mental save: +33 (+10 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+7 eff.) Spell crit. chance: +2% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Grinodurodar' (0 def, 0 armour) elven-silk robe 'Grinodurodar' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Mag / +9 Wil / +2 Cun Changes resistances: +45% light / +45% darkness / +15% all Changes damage: +30% darkness / +30% light Critical mult.: +5.00% Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+8 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airspawn (0 def, 5 armour) Airspawn (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +14 Lck / +7 Dex Changes resistances: +9% blight Changes resistances penetration: +12% physical Changes damage: +3% lightning / +9% cold / +27% blight Stealth bonus: +15 Life regen: +8.00 Healing mod.: +20% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 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 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 21 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 67% (based on Cunning) Activation costs 33 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Haniyagrim (0 def, 12 armour) Haniyagrim (0 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Changes stats: +3 Str / +3 Con Changes resistances: +12% fire / +15% cold Changes resistances penetration: +5% blight Changes damage: +12% mind / +9% blight Equilibrium when hit: +0.08 Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Islolewyn (0 def, 5 armour) Islolewyn (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Fatigue: -8% Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +6% blight Changes damage: +9% blight Maximum encumbrance: +40 Physical save: +13 (+6 eff.) Spellpower: +18 (+7 eff.) Mindpower: +14 (+5 eff.) Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.2 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% 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. A pair of boots made of leather. |
Maledrabar (0 def, 4 armour) Maledrabar (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Wil / +3 Con Changes resistances: +11% fire / +11% cold Changes damage: +9% physical Stamina each turn: +3.00 Maximum hate: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Oakpain (0 def, 5 armour) Oakpain (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 6 blight Changes stats: +4 Dex / +1 Mag / +5 Wil / +3 Cun / +6 Con Changes resistances: +12% nature Changes resistances penetration: +10% physical Maximum encumbrance: +46 Physical save: +12 (+6 eff.) Spell save: +6 (+2 eff.) Spellpower: +10 (+5 eff.) Spell crit. chance: +3% Mindpower: +9 (+3 eff.) Damage Shield penetration: +10% It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Offalspitter (37 def, 5 armour) Offalspitter (37 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +37 (+7 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 2 nature Changes stats: +9 Dex Changes resistances: +3% nature / +12% fire Changes resistances penetration: +20% fire Maximum encumbrance: +33 Physical save: +7 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 3.2 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xanebrenor (0 def, 5 armour) Xanebrenor (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +14 Lck / +6 Dex Changes damage: +18% blight Stealth bonus: +13 Mana each turn: +0.12 Maximum vim: +20.00 Spellpower: +16 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Xunn (7 def, 3 armour) Xunn (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+1 eff.) Changes stats: +3 Mag Changes resistances: +9% mind Changes resistances penetration: +25% physical Critical mult.: +20.00% Physical save: +6 (+3 eff.) Maximum mana: +100.00 Maximum psi: +40.00 Spellpower: +15 (+6 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of dwarven-steel boots 'Phoenixbreaker' (30 def, 4 armour) pair of dwarven-steel boots 'Phoenixbreaker' (30 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Armour: +4 Defense: +30 (+6 eff.) Fatigue: +3% Changes stats: +5 Con / +4 Wil Changes resistances: +15% fire Changes resistances penetration: +8% physical Only die when reaching: -60.00 life Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Scabwrither' (0 def, 14 armour) pair of voratun boots 'Scabwrither' (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -4% Damage when hit (Melee): 4 acid / 6 nature Changes resistances: +13% acid / +25% temporal / +29% darkness / +10% fire / +14% lightning / +13% cold Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +21% acid / +15% nature Maximum encumbrance: +46 Physical save: +15 (+7 eff.) Defense after a teleport: +29 Resist all after a teleport: +16% New effects duration reduction after a teleport: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Frozencut (0 def, 8 armour) Frozencut (0 def, 8 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: Accuracy: +19 (+4 eff.) Armour: +8 Fatigue: +5% Damage (Melee): 7 acid / 7 fire / 4 cold / 3 lightning Changes stats: +6 Dex / +4 Mag / +6 Wil Changes damage: +3% cold Mental save: +10 (+3 eff.) Maximum life: +71.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +7% When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +11 ice / +19 fire / +16 acid / +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Loraregodochik the Arcwitch (0 def, 2 armour) Loraregodochik the Arcwitch (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical crit. chance: +14.0% Physical power: +30 (+6 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes damage: +18% physical Critical mult.: +10.00% Physical save: +9 (+5 eff.) Spell crit. chance: +13% Mental crit. chance: +11% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Xytha the drakeskin leather gloves (0 def, 3 armour) Xytha the drakeskin leather gloves (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Armour: +3 Damage (Melee): 12 fire Changes stats: +3 Str / +8 Dex / +7 Cun Changes resistances: +3% physical / +11% darkness / +16% blight / +8% fire / +23% arcane Changes damage: +7% fire Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +26 (+9 eff.) Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +13 fire It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Xeromira' (0 def, 2 armour) hardened leather gloves 'Xeromira' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +2 Changes stats: +4 Str / +2 Mag / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Disarm immunity: +34% Stamina each turn: +2.00 Only die when reaching: -80.00 life Mindpower: +10 (+4 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Vorenne' (0 def, 3 armour) voratun gauntlets 'Vorenne' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 15 cold / 34 darkness / 29 mind Changes stats: +4 Str / +5 Dex / +5 Cun Changes resistances: +18% acid / +9% cold / +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% arcane / +8% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Mental save: -6 (-2 eff.) Mindpower: +9 (+3 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (radius 2) on crit: +14 ice It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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. |
Blindsmasher (0 def, 5 armour) Blindsmasher (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +10 Dex / +7 Mag / +7 Wil / +4 Cun Changes resistances: +12% blight / +15% darkness / +12% light Changes damage: +17% blight / +17% arcane Spell save: +14 (+5 eff.) Mental save: +15 (+5 eff.) Equilibrium when hit: +0.12 Maximum psi: +20.00 Spell crit. chance: +5% Mental crit. chance: +1% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 23 power out of 35/35) : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hazeblight the drakeskin leather cap (31 def, 5 armour) Hazeblight the drakeskin leather cap (31 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +9 Armour: +5 Defense: +31 (+6 eff.) Fatigue: +5% Changes stats: +5 Con Changes damage: +9% cold Physical save: +23 (+10 eff.) Stamina each turn: +3.13 Only die when reaching: -83.52 life A cap made of leather. |
Lelerorak (0 def, 5 armour) Lelerorak (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Wil Changes resistances: +14% acid / +9% temporal / +13% blight / +13% fire / +13% cold / +14% lightning Changes damage: +3% mind Mental save: +15 (+5 eff.) Psi when hit: +0.20 Mental crit. chance: +1% A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 12 power out of 45/45) : Effective talent level: 2.0 Power cost: 12 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 18.40 mind and 18.40 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 18% 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 17. Terrified: Deals 4.02 mind and 4.02 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 7.17 mind and 7.17 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Veleriann the dwarven-steel helm (6 def, 10 armour) Veleriann the dwarven-steel helm (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +4% Changes resistances: +15% fire / +6% light / +5% all Physical save: +10 (+5 eff.) Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +20% Mindpower: +10 (+4 eff.) Healing mod.: +20% 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 26 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. |
voratun helm 'Morbuswyrd' (0 def, 10 armour) voratun helm 'Morbuswyrd' (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +10 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage when hit (Melee): 6 nature Changes stats: +13 Str / +6 Wil Changes resistances: +6% nature / +13% physical Changes resistances penetration: +20% cold Physical save: +13 (+6 eff.) Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 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 793.7 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. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of command (20 def, 20 armour)enlightening voratun mail armour of command (20 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+4 eff.) Fatigue: +12% Changes stats: +15 Cun / +9 Wil Mental save: +50 (+14 eff.) A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) It can be used to turn yourself invisible (power 33, based on Cunning and Magic) for 10 turns Activation costs 33 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1780 alchemist agate 1780 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayenne the dwarven-steel pickaxe (dig speed 30 turns) Mayenne the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Str / +3 Dex Changes resistances: +9% cold / +18% fire Critical mult.: +20.00% Spell save: +18 (+6 eff.) Pinning immunity: +20% Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 52 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 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. |
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.(72 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Turorak the brass lantern Turorak the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% temporal / +6% darkness / +5% blight / +3% cold / +3% nature / +3% mind Maximum mana: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +6 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 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 35 blight damage or heals 45 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. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tyradil the Galenaught Tyradil the GalenaughtCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Str / +4 Dex / +2 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% temporal Changes damage: +15% lightning Light radius: +11 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbramaim UmbramaimCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Defense: +25 (+5 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 26% Changes resistances: +5% arcane / +16% temporal Changes resistances penetration: +26% darkness / +15% all Critical mult.: +20.88% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 26 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Gadamira' alchemist's lamp 'Gadamira'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +30 (+6 eff.) Changes stats: +7 Mag / +6 Wil / +2 Cun Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Light radius: +4 Infravision radius: +3 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
78 alchemist bloodstone 78 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. |
7 bloodstone 7 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. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 131 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 539.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 17 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. |
Belolach the Cracklebrawn [power 4] (17 cooldown) Belolach the Cracklebrawn [power 4] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature / 8 cold Changes resistances: +24% acid / +12% cold / +15% lightning It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ivobrelle the voratun torque of gale force [power 460] (10 cooldown) Ivobrelle the voratun torque of gale force [power 460] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +7 Changes stats: +4 Cun / +9 Wil Changes damage: +12% blight / +9% physical It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 869 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shineveil [power 370] (10 cooldown) Shineveil [power 370] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Changes stats: +3 Dex / +5 Con Changes resistances: +15% light / +15% mind Changes resistances penetration: +15% light Stun/Freeze immunity: +20% Life regen: +4.00 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 699 physical damage Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Splendoursear' [power 73] (17 cooldown) dwarven-steel torque of psionic shield 'Splendoursear' [power 73] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +15% light Changes damage: +3% light / +9% blight Light radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Arille the Roothue [power 416] (10 cooldown) Arille the Roothue [power 416] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +18% darkness / +21% cold Changes damage: +12% cold / +30% nature / +12% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+5 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 (+3 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 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
quick dragonbone totem of healing [power 314] (7 cooldown) quick dragonbone totem of healing [power 314] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 626] (12 cooldown) supercharged dragonbone totem of healing [power 626] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 626 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Galathad the ash wand of shielding [power 218] (13 cooldown) Galathad the ash wand of shielding [power 218] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +16 Defense: +15 (+3 eff.) Changes stats: +5 Mag Changes resistances: +9% acid / +6% fire Maximum wards: +4 blight / +4 temporal / +4 mind / +4 fire Talent granted: +1 Ward Critical mult.: +15.00% Stamina each turn: +3.00 Maximum life: +60.00 It can be used to create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 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 20 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. |
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. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
8 zircon 8 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 knifey the Shalore Rogue level 38
19th Dusk 123rd year of Ascendancy at 03:05 see stats
By knifey the Shalore Rogue level 50
1st Allure 124th year of Ascendancy at 09:22 see stats
By knifey the Shalore Rogue level 38
17th Dusk 123rd year of Ascendancy at 08:22 see stats
By knifey the Shalore Rogue level 42
40th Dusk 123rd year of Ascendancy at 18:32 see stats
By knifey the Shalore Rogue level 49
56th Haze 123rd year of Ascendancy at 09:55 see stats
By knifey the Shalore Rogue level 41
33rd Dusk 123rd year of Ascendancy at 23:14 see stats
By knifey the Shalore Rogue level 10
19th Dusk 122nd year of Ascendancy at 19:57 see stats
By knifey the Shalore Rogue level 50
1st Time of Balance 124th year of Ascendancy at 07:25 see stats
By knifey the Shalore Rogue level 40
29th Dusk 123rd year of Ascendancy at 06:05 see stats
By knifey the Shalore Rogue level 32
10th Mirth 123rd year of Ascendancy at 20:58 see stats
By knifey the Shalore Rogue level 50
38th Dusk 124th year of Ascendancy at 15:24 see stats
By knifey the Shalore Rogue level 24
19th Regrowth 123rd year of Ascendancy at 03:07 see stats
By knifey the Shalore Rogue level 45
26th Haze 123rd year of Ascendancy at 12:32 see stats
By knifey the Shalore Rogue level 34
5th Dusk 123rd year of Ascendancy at 06:40 see stats
By knifey the Shalore Rogue level 50
67th Pyre 124th year of Ascendancy at 11:54 see stats
By knifey the Shalore Rogue level 50
4th Mirth 124th year of Ascendancy at 15:35 see stats
By knifey the Shalore Rogue level 31
34th Pyre 123rd year of Ascendancy at 08:56 see stats
By knifey the Shalore Rogue level 43
41st Dusk 123rd year of Ascendancy at 15:55 see stats
By knifey the Shalore Rogue level 10
7th Mirth 122nd year of Ascendancy at 12:25 see stats
By knifey the Shalore Rogue level 20
73rd Haze 122nd year of Ascendancy at 20:33 see stats
By knifey the Shalore Rogue level 30
26th Pyre 123rd year of Ascendancy at 18:50 see stats
By knifey the Shalore Rogue level 40
29th Dusk 123rd year of Ascendancy at 06:02 see stats
By knifey the Shalore Rogue level 50
10th Decay 123rd year of Ascendancy at 08:41 see stats
By knifey the Shalore Rogue level 50
65th Pyre 124th year of Ascendancy at 06:46 see stats
By knifey the Shalore Rogue level 31
48th Pyre 123rd year of Ascendancy at 02:26 see stats
By knifey the Shalore Rogue level 50
1st Pyre 124th year of Ascendancy at 14:15 see stats
By knifey the Shalore Rogue level 50
79th Regrowth 124th year of Ascendancy at 09:15 see stats
By knifey the Shalore Rogue level 27
63rd Regrowth 123rd year of Ascendancy at 22:07 see stats
By knifey the Shalore Rogue level 40
29th Dusk 123rd year of Ascendancy at 11:57 see stats
By knifey the Shalore Rogue level 50
38th Dusk 124th year of Ascendancy at 15:23 see stats
By knifey the Shalore Rogue level 6
1st Mirth 122nd year of Ascendancy at 12:02 see stats
By knifey the Shalore Rogue level 50
65th Pyre 124th year of Ascendancy at 10:18 see stats
By knifey the Shalore Rogue level 29
7th Pyre 123rd year of Ascendancy at 07:19 see stats
By knifey the Shalore Rogue level 50
38th Dusk 124th year of Ascendancy at 15:24 see stats
By knifey the Shalore Rogue level 50
33rd Dusk 124th year of Ascendancy at 19:39 see stats
By knifey the Shalore Rogue level 10
10th Mirth 122nd year of Ascendancy at 06:47 see stats
By knifey the Shalore Rogue level 44
59th Dusk 123rd year of Ascendancy at 17:50 see stats
By knifey the Shalore Rogue level 23
4th Regrowth 123rd year of Ascendancy at 16:30 see stats
By knifey the Shalore Rogue level 16
53rd Haze 122nd year of Ascendancy at 20:04 see stats
By knifey the Shalore Rogue level 37
16th Dusk 123rd year of Ascendancy at 13:52 see stats
Log
Something hits knifey for (190 stormshielded), 0 cold (0 total damage).
knifey's stormshield is out of charges and dissipates!.
Knifey's storm dissipates.
Knifey is no longer focused on penetrating defenses.
Burning from Multi-hued drake hits knifey for (82 stormshielded), 0 fire (0 total damage).
Acid Splash from Argoniel hits knifey for (13 absorbed), 0 acid (0 total damage).
Knifey uses Flurry.
knifey performs a melee critical strike against Something!
knifey performs a melee critical strike against Something!
knifey performs a melee critical strike against Something!
knifey performs a melee critical strike against Something!
knifey performs a melee critical strike against Something!
knifey performs a melee critical strike against Something!
Knifey uses Cripple.
knifey hits Something for 218 physical, 224 physical, 12 darkness, 11 darkness, 11 darkness, 112 physical, 215 physical, 12 darkness, 11 darkness, 11 darkness, 118 physical, 11 darkness, 109 physical, 172 physical, 12 darkness, 11 darkness, 11 darkness, 140 physical, 241 physical, 12 darkness, 11 darkness, 11 darkness, 117 physical, 236 physical, 12 darkness, 11 darkness, 303 physical, 11 darkness, 281 physical, 11 darkness, 11 darkness (2684 total damage).
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)
Your shield crumbles under the damage!
The shield around knifey crumbles.
Burning from Multi-hued drake hits knifey for (42 absorbed), 40 fire (40 total damage).
Acid Splash from Argoniel hits knifey for 25 acid 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)!
Saving game...
Saving done.