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 | Krog |
Class | Bulwark |
Level / Exp | 50 / 2536% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 206 (base 62) |
Dexterity | 103 (base 60) |
Constitution | 167 (base 62) |
Magic | 22 (base 9) |
Willpower | 67 (base 15) |
Cunning | 54 (base 38) |
Resources
Life | 2471/2471 |
Stamina | 335/410 |
Equilibrium | 30 |
Healing Factor | 2.2565097000352 |
Regeneration | 73.714636628794 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +1000% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.0000000000004 |
Infravision | 5 |
See Stealth | 34.753403342673 |
See Invisible | 55.753403342673 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 293 |
Accuracy | 81 |
Crit Chance | 72% |
APR | 70 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Cold | +19% |
Physical | +25% |
Mind | +22% |
All | +10% |
Offense: Damage Penetration
Acid | +48% |
Physical | +64% |
Blight | +23% |
Arcane | +18% |
Mind | +33% |
All | +13% |
Defense: Base
Armour (hardiness) | 166.55105340402 (100%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 83 |
Mental Save | 38 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 40%( 70%) |
All | + 20%( 70%) |
Darkness | + 28%( 70%) |
Light | + 20%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 50%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 28% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 58% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 480 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1276% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 972 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Movement is 1000% faster. Step Up |
detrimental effect | The target has been splashed with acid, taking 60.27 acid damage per turn, reducing armour by 83 and attack by 72. Acid Splash |
beneficial effect | Reduces physical damage received by 45% and provides a 27% chance to ignore critical hits. Juggernaut |
beneficial effect | Each melee blow landed has a 68% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | You gain 37% resistance against blight, fire and acid. Resolve |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Betildamira the ghoul. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Mayedamira the cave bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 2759. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Zubelramira the dwarven lantern Zubelramira the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +9 (+1 eff.) Armour: +6 Changes stats: +5 Con / +6 Wil Changes resistances: +5% arcane / +13% blight Changes resistances penetration: +13% all Critical mult.: +17.00% Spell save: +18 (+3 eff.) Blindness immunity: +20% Life regen: +8.00 Light radius: +6 Healing mod.: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Ulfekath (7 def, 13 armour) Ulfekath (7 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 21 arcane resource burn Changes stats: +18 Str Changes resistances: +9% acid / +3% temporal / +3% blight / +15% cold / +3% nature / +5% all Physical save: +14 (+3 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1856.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Hettarek the drakeskin leather gloves (0 def, 3 armour) Hettarek the drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +13 Physical power: +12 (+2 eff.) Armour: +3 Effects when hit in melee: * 35 arcane resource burn Damage when hit (Melee): 2 arcane Changes stats: +5 Dex Changes resistances: +12% acid / +5% arcane / +14% blight Changes resistances penetration: +5% arcane / +20% acid Spell save: +40 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 61% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Amirak the voratun ring Amirak the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +19 Str / +6 Dex / +9 Mag / +5 Wil / +5 Cun / +16 Con Spell save: +20 (+4 eff.) Life regen: +19.00 Maximum life: +94.00 Maximum stamina: +39.00 Infravision radius: +2 See invisible: +6 Healing mod.: +20% 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 (+1 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: Physical crit. chance: +5.0% Changes stats: +40 Con Changes resistances: +10% blight / +10% cold / +25% nature / +10% darkness Changes damage: +10% all Damage affinity(heal): +15% nature Reduces incoming crit damage: 23.00% Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets make your neck look great! |
In main hand | Bethalenne (170% power, 6 apr) Bethalenne (170% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 171% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical power: +15 (+2 eff.) Changes stats: +4 Wil / +5 Con Changes resistances penetration: +25% physical Critical mult.: +20.00% Disarm immunity: +28% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Sharp, long, and deadly. |
Around waist | Blizzardravager BlizzardravagerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Armour: +10 Defense: +11 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances penetration: +20% mind Changes damage: +12% mind / +9% cold Critical mult.: +13.00% Physical save: +38 (+8 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Voruwen (0 def, 30 armour, 182% power, 338 block) Voruwen (0 def, 30 armour, 182% power, 338 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +338 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +30 Fatigue: +8% Changes stats: +10 Str / +12 Dex / +7 Con Changes resistances penetration: +10% blight Talent granted: +1 Block Physical save: +15 (+3 eff.) Only die when reaching: -60.00 life Maximum mana: +60.00 Maximum stamina: +30.00 Handheld deflection devices. |
Cloak | elven-silk cloak 'Goreromileg' (3 def, 0 armour) elven-silk cloak 'Goreromileg' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 mind Changes stats: +4 Str / +12 Con Changes resistances penetration: +15% acid Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +5.22 Mindpower: +30 (+9 eff.) See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xyldakira the voratun plate armour (20 def, 51 armour) Xyldakira the voratun plate armour (20 def, 51 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +51 Defense: +20 (+5 eff.) Fatigue: +22% Changes stats: +5 Str / +10 Dex Changes resistances penetration: +26% physical Stamina each turn: +3.13 Maximum stamina: +31.32 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 386; cd 13) healing infusion of the titan (heal 386; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 386 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1136; dur 5; cd 29) heroism infusion of the warrior (die at -1136; dur 5; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 5 turns. While Heroism is active, you will only die when reaching -1136 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 1136 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 709%; cd 13) movement infusion of the duelist (speed 709%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1173%; cd 9) movement infusion of the warrior (speed 1173%; cd 9)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 1173% 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 titan (heal 628; 12 cd) regeneration infusion of the titan (heal 628; 12 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 628 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 680; 16 cd) regeneration infusion of the titan (heal 680; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 901; 12 cd) regeneration infusion of the warrior (heal 901; 12 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 901 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical, physical; dur 4; cd 10) wild infusion (res 19%; magical, physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 19% 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 19%; mental, magical; dur 2; cd 14) wild infusion (res 19%; mental, magical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 3; cd 13) wild infusion (res 20%; magical, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 2; cd 10) wild infusion (res 20%; magical, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 4; cd 11) wild infusion (res 20%; mental, physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 (res 20%; mental, physical; dur 3; cd 16) wild infusion (res 20%; mental, physical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 38%; magical, physical; dur 3; cd 15) wild infusion of the duelist (res 38%; magical, physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% 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. |
wild infusion of the psychic (res 28%; mental; dur 2; cd 10) wild infusion of the psychic (res 28%; mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 31%; magical, physical; dur 2; cd 12) wild infusion of the sneak (res 31%; magical, physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 of the titan (res 49%; physical; dur 4; cd 14) wild infusion of the titan (res 49%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; magical; dur 4; cd 10) wild infusion of the wizard (res 26%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Berelathad the steel amulet Berelathad the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 4 blight Changes resistances: +20% blight Changes resistances penetration: +25% mind Critical mult.: +12.00% Amulets make your neck look great! |
Blazeshine BlazeshineCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 27% * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +12% darkness Changes resistances penetration: +10% light / +15% temporal Changes damage: +24% light / +21% temporal Talent mastery: +0.35 Technique / Combat techniques Light radius: +3 Amulets make your neck look great! |
Branymamnir BranymamnirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Cun Changes damage: +9% blight Physical save: +18 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +35 (+12 eff.) Psi when hit: +0.12 Maximum hate: +4.00 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. |
Duvydar the Skynoon Duvydar the SkynoonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Defense: +30 (+7 eff.) Changes resistances: +27% lightning / +6% arcane / +12% acid Changes damage: +12% blight / +18% lightning Critical mult.: +19.00% Mental save: +21 (+8 eff.) Pinning immunity: +23% Only die when reaching: -80.00 life Amulets make your neck look great! |
Hazeslice HazesliceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 10 cold Changes stats: +6 Dex / +7 Cun / +6 Con Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +10% arcane Changes damage: +12% temporal / +15% arcane / +15% cold Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
Lustrequick LustrequickInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 33 Changes resistances: +39% mind / +6% light Changes resistances penetration: +10% arcane Changes damage: +3% arcane / +9% blight Confusion immunity: +47% Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +32 (+5 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
Malugokan the steel amulet Malugokan the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Dex / +7 Con Physical save: +9 (+2 eff.) Life regen: +5.00 Stamina each turn: +1.00 Maximum life: +48.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Obsidianknight ObsidianknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +12% temporal / +5% arcane / +6% fire Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Pinning immunity: +26% Knockback immunity: +23% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zirim the voratun amulet Zirim the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Physical power: +30 (+5 eff.) Armour: +14 Defense: +32 (+7 eff.) Fatigue: -10% Changes stats: +4 Str / +4 Mag Changes resistances: +6% physical Life regen: +5.00 Amulets make your neck look great! |
clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
clarifying voratun amulet of strength (+9) clarifying voratun amulet of strength (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str Changes resistances: +21% mind Confusion immunity: +38% Amulets make your neck look great! |
cleansing copper amulet of willpower (+2) cleansing copper amulet of willpower (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% nature / +13% blight Poison immunity: +20% Disease immunity: +21% Amulets make your neck look great! |
cleansing voratun amulet of murder cleansing voratun amulet of murderInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Changes resistances: +15% nature / +14% blight Critical mult.: +20.00% Poison immunity: +37% Disease immunity: +36% Amulets make your neck look great! |
enraging voratun amulet of the eclipse enraging voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 27% * 13% chance to blind Changes damage: +10% physical / +11% light / +15% darkness Combat speed: +10% Amulets make your neck look great! |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +50% Stun/Freeze immunity: +26% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 295 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
protective voratun amulet protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +7 (+1 eff.) Changes resistances cap: +5% all Physical save: +25 (+5 eff.) Amulets make your neck look great! |
restful voratun amulet of murder restful voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Fatigue: -8% Critical mult.: +15.00% Life regen: +5.00 Amulets make your neck look great! |
starseer's voratun amulet starseer's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% light / +7% temporal / +6% darkness / +4% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
stralite amulet 'Adeda' stralite amulet 'Adeda'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+1 eff.) Armour: +12 Changes resistances: +3% physical / +6% darkness / +26% cold / +26% fire / +5% arcane / +12% nature Changes resistances penetration: +10% physical Critical mult.: +20.00% Stun/Freeze immunity: +20% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Areneg the voratun ring Areneg the voratun ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +7 Mag / +20 Wil / +8 Cun Changes resistances: +14% nature / +14% blight Changes resistances penetration: +10% mind Critical mult.: +20.00% Poison immunity: +28% Disease immunity: +22% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Spellpower: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
Betusevea the Frozenbile Betusevea the FrozenbileCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +12% light / +9% mind / +9% darkness Changes damage: +9% nature / +9% cold Physical save: +12 (+3 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +48% Maximum life: +39.00 Rings make your fingers look great! |
Blastsin the copper ring Blastsin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 4 physical Changes damage: +9% lightning Critical mult.: +5.00% Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
Bleakbright the voratun ring Bleakbright the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +17 Defense: +10 (+2 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 27% Changes resistances: +5% arcane / +2% physical / +15% nature / +20% mind Changes damage: +20% mind Poison immunity: +21% Disarm immunity: +20% 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! |
Dimrigor the voratun ring Dimrigor the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Damage when hit (Melee): 10 darkness Changes stats: +16 Str / +8 Wil / +3 Con Changes resistances: +9% darkness Light radius: +3 See invisible: +12 Rings make your fingers look great! |
Duskblur DuskblurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% mind / +18% acid Changes resistances penetration: +25% acid Changes damage: +30% darkness Stun/Freeze immunity: +37% Life regen: +6.00 Rings make your fingers look great! |
Erelyran ErelyranPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 33 Changes stats: +10 Dex / +10 Mag Reduces incoming crit damage: 15.52% Spell save: +20 (+4 eff.) Psi when hit: +0.20 Infravision radius: +3 Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Loamlady the steel ring Loamlady the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid / 10 nature Changes resistances: +24% lightning / +12% nature Changes resistances penetration: +10% nature / +10% cold Changes damage: +12% lightning / +9% cold 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 (+7 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 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Splendourshine the voratun ring Splendourshine the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +31 (+7 eff.) Changes resistances: +6% cold / +6% light / +6% mind Changes resistances penetration: +26% blight Spell save: +6 (+1 eff.) Poison immunity: +21% Disarm immunity: +44% Confusion immunity: +21% Pinning immunity: +48% Knockback immunity: +50% Life regen: +4.00 Maximum life: +50.00 Light radius: +2 Rings make your fingers look great! |
Ulfyblek the Deepswalker Ulfyblek the DeepswalkerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight / +6% darkness Changes resistances penetration: +5% blight Changes damage: +9% darkness / +3% blight Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Umbrapall the voratun ring Umbrapall the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +12 (+2 eff.) Damage when hit (Melee): 4 darkness Changes stats: +9 Str / +9 Dex / +9 Cun / +10 Con Changes resistances: +32% lightning / +15% light / +6% blight Changes damage: +16% lightning Only die when reaching: -40.00 life 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 19.85 cold and 20.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of pilfering conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +6 Mag / +8 Wil Spellpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Physical power: +5 (+1 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Dimtooth' gold ring 'Dimtooth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +18 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Damage when hit (Melee): 8 physical Changes resistances: +12% temporal Changes resistances penetration: +25% darkness Only die when reaching: -80.00 life Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Strikeusher' gold ring 'Strikeusher'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +3 Str / +6 Wil / +15 Cun Changes damage: +3% lightning / +6% all Stun/Freeze immunity: +38% Life regen: +6.00 Spellpower: +14 (+2 eff.) Mindpower: +21 (+6 eff.) Infravision radius: +2 Rings make your fingers look great! |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
mule's steel ring of corrosion (+24%) mule's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +24 Rings make your fingers look great! |
psionicist's voratun ring of arcana (+0.28/turn) psionicist's voratun ring of arcana (+0.28/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+6 eff.) Silence immunity: +43% Mana each turn: +0.28 Rings make your fingers look great! |
rogue's gold ring of frost (+24%) rogue's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
rogue's voratun ring of life rogue's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +10 Cun Life regen: +14.00 Maximum life: +92.00 Healing mod.: +20% Rings make your fingers look great! |
rogue's voratun ring of luminosity rogue's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 27 light Damage (Ranged): 24 light Changes stats: +6 Cun / +7 Mag Changes damage: +16% light Rings make your fingers look great! |
savage's gold ring of life savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +12 (+2 eff.) Life regen: +7.00 Maximum life: +64.00 Maximum stamina: +15.00 Healing mod.: +15% Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Defense: +7 (+1 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings 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 / +6 Wil Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
steel ring 'Ce'Nirina' steel ring 'Ce'Nirina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +6 Con Reduces incoming crit damage: 15.00% Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +23.00 Light radius: +3 Rings make your fingers look great! |
steel ring 'Glimmerbait' steel ring 'Glimmerbait'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 cold Changes stats: +6 Str Changes resistances: +15% temporal Changes resistances penetration: +25% light / +10% cold Light radius: +3 Rings make your fingers look great! |
steel ring 'Murkpierce' steel ring 'Murkpierce'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% nature / +24% fire Changes resistances penetration: +15% fire Changes damage: +15% nature / +12% fire Light radius: +3 Rings make your fingers look great! |
stralite ring 'Camolach' stralite ring 'Camolach'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes damage: +27% mind Mental save: +28 (+10 eff.) Confusion immunity: +41% Hate when firing a critical mind attack: +4.00 Maximum psi: +30.00 Mental crit. chance: +8% Rings make your fingers look great! |
titan's steel ring of life titan's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Life regen: +7.00 Maximum life: +58.00 Healing mod.: +13% Rings make your fingers look great! |
voratun diamond ring voratun diamond ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Defense: +13 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ring voratun fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 37 light Damage (Ranged): 30 light Changes stats: +6 Mag Changes damage: +20% light / +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Ebonyhunt' voratun ring 'Ebonyhunt'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +3 Con Changes resistances: +16% blight / +6% darkness Changes damage: +16% blight Reduces incoming crit damage: 15.00% Silence immunity: +38% Mana each turn: +0.27 Spellpower: +12 (+2 eff.) See invisible: +15 Rings make your fingers look great! |
voratun ring 'Starstrider' voratun ring 'Starstrider'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 21% chance to slow global speed by 61% Damage when hit (Melee): 10 light Changes stats: +7 Str Changes resistances: +9% light Changes resistances penetration: +26% light / +26% lightning Rings make your fingers look great! |
warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +11.00 Maximum life: +86.00 Healing mod.: +14% 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 / +24% fire / +28% lightning / +19% cold Spell save: +14 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Yaruzilastir the Obsidianstreak (183% power, 4 apr)Yaruzilastir the Obsidianstreak (183% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 blight / +42 cold / +16 darkness When wielded/worn: Changes resistances: +21% nature / +18% cold Changes resistances penetration: +34% darkness / +25% blight Spell save: +24 (+5 eff.) Maximum vim: +60.00 Spellpower: +25 (+4 eff.) Massive two-handed mauls. |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Falyromidin the voratun mace (154% power, 6 apr) Falyromidin the voratun mace (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +76 fire When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Dex Changes resistances: +9% darkness / +3% cold Changes resistances penetration: +14% fire Critical mult.: +35.00% Reduces incoming crit damage: 10.00% Disease immunity: +20% Maximum life: +40.00 Global speed: +9% Combat speed: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing voratun mace of phasing (157% power, 31 apr)arcing voratun mace of phasing (157% power, 31 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +31 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage Shield penetration (this weapon only): +19% Blunt and deadly. |
voratun mace 'Stormtrail' (158% power, 6 apr) voratun mace 'Stormtrail' (158% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Changes stats: +3 Cun / +5 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% physical Light radius: +2 Infravision radius: +3 See invisible: +9 Combat speed: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of balance (115% power, 40 apr, mind damage)horrifying living mindstar of balance (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 mind / 13 darkness Changes damage: +9% mind / +8% darkness Talent granted: +1 Attune Mindstar Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. resonating living mindstar of frost (116% power, 40 apr, nature damage)resonating living mindstar of frost (116% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +18 Damage (Melee): 20 cold Changes resistances: +9% mind / +20% cold Changes resistances penetration: +10% mind / +17% cold Changes damage: +7% mind / +20% cold Talent granted: +1 Attune Mindstar Psi when hit: +2.40 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +23% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of breaching (150% power, 6 apr, darkness element)potent dragonbone vilestaff of breaching (150% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +40% darkness Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Brenahad the Tundraumbra (167% power, 6 apr) Brenahad the Tundraumbra (167% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 38% chance to slow global speed by 61% When wielded/worn: Accuracy: +19 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +10 Str Changes resistances: +3% lightning / +15% light Changes damage: +3% cold / +15% physical One-handed war axes. |
Frozenpierce (167% power, 6 apr) Frozenpierce (167% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +37 acid / +45 nature When wielded/worn: Armour penetration: +13 Armour: +6 Changes stats: +13 Con / +14 Wil Changes resistances: +6% temporal Changes resistances penetration: +14% acid / +25% nature Changes damage: +12% cold Cut immunity: +20% Knockback immunity: +10% Life regen: +4.18 Maximum life: +130.00 One-handed war axes. |
Xanubressra (137% power, 4 apr) Xanubressra (137% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (radius 1) on hit: +20 blight When wielded/worn: Accuracy: +30 (+6 eff.) Changes damage: +6% blight Critical mult.: +10.00% Stamina each turn: +3.00 One-handed war axes. |
voratun waraxe 'Hettubar' (150% power, 6 apr) voratun waraxe 'Hettubar' (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +24 Physical crit. chance: +15.0% Changes stats: +7 Cun / +2 Wil Changes resistances penetration: +13% all Critical mult.: +35.00% Equilibrium when hit: +0.04 Maximum psi: +30.00 One-handed war axes. |
Ce'Nima the Floestone Ce'Nima the FloestonePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +6% cold / +11% light / +9% darkness Critical mult.: +11.00% Mental save: +11 (+4 eff.) Mana when firing critical spell: +2.00 Maximum mana: +80.00 Spellpower: +11 (+2 eff.) Damage Shield penetration: +30% A belt that goes around your waist. |
Eludheba the drakeskin leather belt Eludheba the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag Changes resistances: +8% blight / +6% temporal Changes damage: +3% temporal Physical save: +19 (+4 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Mindpower: +13 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+6 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Infernoonslaught InfernoonslaughtCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +8 Cun Changes resistances penetration: +20% fire Changes damage: +9% physical Critical mult.: +13.00% Stamina each turn: +3.13 Only die when reaching: -83.52 life Infravision radius: +3 A belt that goes around your waist. |
Snowwhisper the drakeskin leather belt Snowwhisper the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Damage when hit (Melee): 4 acid / 2 cold Changes stats: +16 Cun / +15 Wil Changes resistances: +15% lightning / +15% temporal / +9% acid Changes resistances penetration: +10% mind / +10% cold Changes damage: +15% mind Damage against: +86% Summoned Reduced damage from: +86% Summoned A belt that goes around your waist. |
Woepiercer the drakeskin leather belt Woepiercer the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 10 acid / 4 darkness Changes stats: +5 Con / +6 Wil Changes resistances: +6% acid / +6% darkness Changes resistances penetration: +25% acid Critical mult.: +12.00% Mental save: +30 (+11 eff.) Maximum life: +100.00 Mindpower: +9 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Ivawyn' hardened leather belt 'Ivawyn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Damage when hit (Melee): 4 physical Changes resistances: +3% cold / +5% arcane / +6% light Maximum life: +44.00 Maximum stamina: +30.00 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 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 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 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. |
Garibeth the linen cloak (1 def, 0 armour) Garibeth the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mucuswend the cashmere cloak (2 def, 0 armour) Mucuswend the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +21% acid / +20% fire / +21% lightning / +22% cold Changes resistances penetration: +15% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neromira the Healblight (3 def, 0 armour) Neromira the Healblight (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 10 nature Changes resistances: +20% blight Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Cut immunity: +20% Mana each turn: +0.08 Only die when reaching: -81.58 life Maximum life: +101.00 Maximum mana: +40.00 Maximum stamina: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sleetbringer the cashmere cloak (2 def, 0 armour) Sleetbringer the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Defense: +2 (+0 eff.) Changes resistances: +12% cold Stamina each turn: +2.00 Maximum life: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvitira (3 def, 0 armour) Yvitira (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +30% lightning / +12% temporal / +5% arcane Changes resistances penetration: +26% acid Physical save: +15 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +15 (+6 eff.) Only die when reaching: -133.52 life Maximum stamina: +31.32 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 'Huryrin' (3 def, 0 armour) elven-silk cloak 'Huryrin' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+7 eff.) Defense: +3 (+0 eff.) Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +13% blight / +16% nature / +18% acid Physical save: +13 (+3 eff.) Spell save: +3 (+0 eff.) Life regen: +7.00 Maximum life: +204.00 Maximum stamina: +29.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackonslaught the pair of iron boots (0 def, 3 armour) Blackonslaught the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +9% darkness Changes resistances penetration: +5% lightning Changes damage: +3% darkness Critical mult.: +15.00% Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Mental save: +3 (+2 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eilinugarin the Wildwinter (16 def, 5 armour) Eilinugarin the Wildwinter (16 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 penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +16 (+4 eff.) Fatigue: +4% Effects on melee hit: * 21% chance to slow global speed by 61% Damage when hit (Melee): 2 nature Changes stats: +6 Cun / +6 Wil Changes resistances: +9% nature / +3% cold Changes resistances penetration: +26% cold Changes damage: +3% nature Physical save: +12 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +14 (+5 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emeleda the pair of rough leather boots (30 def, 1 armour) Emeleda the pair of rough leather boots (30 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +30 (+7 eff.) Fatigue: -5% Damage when hit (Melee): 2 physical Changes stats: +1 Con Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glamiwe (0 def, 3 armour) Glamiwe (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +3 Changes resistances: +5% arcane / +11% fire / +6% darkness / +10% cold Changes damage: +6% temporal Silence immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life A pair of boots made of leather. |
Rhentir the pair of dwarven-steel boots (0 def, 4 armour) Rhentir the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Con Changes resistances: +3% physical Changes resistances penetration: +25% blight / +11% physical Changes damage: +18% blight Cut immunity: +20% Life regen: +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkgasher (0 def, 13 armour) Sparkgasher (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes resistances: +10% fire / +9% darkness / +14% cold Changes resistances penetration: +5% darkness / +20% acid Changes damage: +9% lightning Silence immunity: +50% Confusion immunity: +46% Stun/Freeze immunity: +46% Infravision radius: +2 A pair of boots made of leather. |
Yvagakira the Sleetsear (0 def, 5 armour) Yvagakira the Sleetsear (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: +18 (+3 eff.) Armour: +5 Damage when hit (Melee): 4 cold Changes stats: +6 Dex / +4 Mag / +5 Wil / +9 Lck Changes resistances penetration: +10% cold Changes damage: +18% cold Stealth bonus: +12 Mana each turn: +0.38 Maximum mana: +51.00 Maximum hate: +6.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +4% Mindpower: +15 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. fleetfooted pair of drakeskin leather boots of speed (21 def, 5 armour)fleetfooted pair of drakeskin leather boots of speed (21 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+5 eff.) Changes stats: +13 Dex Movement speed: +25% A pair of boots made of leather. |
pair of drakeskin leather boots 'Gloriathra' (0 def, 5 armour) pair of drakeskin leather boots 'Gloriathra' (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: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +4 Str / +7 Dex / +4 Mag / +3 Wil / +2 Cun / +14 Lck Changes resistances penetration: +13% physical Changes damage: +6% mind Reduces incoming crit damage: 15.52% Stealth bonus: +15 Infravision radius: +2 See invisible: +15 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 15 turns. A pair of boots made of leather. |
pair of drakeskin leather boots 'Shimmerream' (18 def, 5 armour) pair of drakeskin leather boots 'Shimmerream' (18 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 Defense: +18 (+4 eff.) Changes stats: +13 Dex / +4 Mag / +5 Cun / +5 Con Changes resistances: +25% darkness / +23% temporal Changes resistances penetration: +20% blight / +18% temporal / +19% darkness / +10% lightning Changes damage: +6% arcane Physical save: +21 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +23 (+8 eff.) Maximum mana: +20.00 Spellpower: +15 (+3 eff.) Defense after a teleport: +22 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
pair of dwarven-steel boots 'Prismrazor' (0 def, 4 armour) pair of dwarven-steel boots 'Prismrazor' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Dex / +4 Wil / +3 Cun Light radius: +3 Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.3 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ce'Nureda' (0 def, 3 armour) pair of hardened leather boots 'Ce'Nureda' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Changes resistances: +5% arcane / +2% physical Changes damage: +12% arcane Critical mult.: +10.00% Life regen: +5.00 Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Healing mod.: +13% A pair of boots made of leather. |
pair of voratun boots 'Dourspar' (0 def, 5 armour) pair of voratun boots 'Dourspar' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 temporal Changes stats: +5 Con / +5 Wil Changes resistances: +3% temporal / +13% cold / +14% fire Changes resistances penetration: +9% physical Changes damage: +9% darkness / +15% temporal Stamina each turn: +0.80 Maximum life: +60.00 Mindpower: +9 (+3 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 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 44 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. |
This item will automatically be transmogrified when you leave the level. 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Polalevena the Murkobsidian (0 def, 2 armour) Polalevena the Murkobsidian (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +8 Dex Life regen: +6.00 Stamina each turn: +1.00 Maximum stamina: +12.00 Light radius: +2 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+2 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tiyarin the hardened leather gloves (0 def, 12 armour) Tiyarin the hardened leather gloves (0 def, 12 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +25 (+4 eff.) Armour: +12 Damage (Melee): 11 acid Changes stats: +3 Str Changes resistances: +8% acid / +5% physical / +15% mind Changes resistances penetration: +20% physical Changes damage: +8% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tundralore (0 def, 3 armour) Tundralore (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 10 acid / 10 cold Changes stats: +5 Dex Changes resistances penetration: +25% darkness / +25% cold Changes damage: +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Xeryrin (0 def, 2 armour) Xeryrin (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 nature Changes stats: +5 Str / +3 Dex Changes resistances: +7% nature / +9% blight Changes resistances penetration: +10% blight Changes damage: +7% nature Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +6% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Emelewe' (0 def, 2 armour) hardened leather gloves 'Emelewe' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 61% Changes stats: +4 Dex Changes resistances: +9% acid / +3% temporal / +5% arcane / +6% lightning Spell save: +15 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Gunizor' (0 def, 3 armour) voratun gauntlets 'Gunizor' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +10 Con Physical save: +15 (+3 eff.) Life regen: +22.40 Stamina each turn: +3.80 Psi each turn: +0.39 Maximum stamina: +53.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Blackbreaker the drakeskin leather cap (0 def, 5 armour) Blackbreaker the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +6 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce damage dealt by 27% Changes stats: +8 Str / +7 Wil / +5 Con Physical save: +19 (+4 eff.) Maximum stamina: +30.00 Light radius: +3 Infravision radius: +3 A cap made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 311.03 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Duvoruigrim the Heattrial (3 def, 0 armour) Duvoruigrim the Heattrial (3 def, 0 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Cun / +19 Wil Changes resistances: +24% nature / +15% blight Changes resistances penetration: +10% fire Changes damage: +9% mind / +6% fire Physical save: +13 (+3 eff.) Mental save: +19 (+7 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 163 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Ereleyayon (1 def, 0 armour) Ereleyayon (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +16% lightning Changes damage: +11% lightning Mental crit. chance: +3% See invisible: +3 A pointy cloth hat, very wizardly... |
Flashtaint the dwarven-steel helm (0 def, 4 armour) Flashtaint the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 darkness / 4 light Changes stats: +3 Str / +4 Con Changes resistances: +9% light / +12% darkness Changes resistances penetration: +5% light / +10% fire Physical save: +9 (+2 eff.) Mental save: +8 (+3 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 3.2 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gegar the Gleamtreason (0 def, 1 armour) Gegar the Gleamtreason (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% acid / +3% light / +7% cold / +7% fire / +6% mind / +7% lightning Changes damage: +6% light Maximum hate: +8.00 Mindpower: +15 (+5 eff.) Light radius: +3 A cap made of leather. |
Glimmerwarden the cashmere wizard hat (2 def, 0 armour) Glimmerwarden the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +12 Con Changes resistances: +6% mind Changes resistances penetration: +15% physical Mental save: +8 (+3 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Islivea (0 def, 3 armour) Islivea (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 blight Changes stats: +5 Str Changes resistances: +6% physical Changes damage: +15% physical Critical mult.: +5.00% A cap made of leather. |
Kindlesteel (12 def, 5 armour) Kindlesteel (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +10 Cun / +4 Con Changes resistances penetration: +15% light / +20% temporal Changes damage: +30% temporal Physical save: +25 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Ragirath the Firenail (0 def, 13 armour) Ragirath the Firenail (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +30 (+5 eff.) Armour: +13 Fatigue: +3% Changes resistances: +6% fire Changes resistances penetration: +15% fire Stamina each turn: +2.00 Stamina when hit: +2.00 Equilibrium when hit: +1.50 Maximum stamina: +30.00 A cap made of leather. |
Shadebliss (8 def, 18 armour) Shadebliss (8 def, 18 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 6 darkness Changes stats: +5 Mag / +8 Wil Changes resistances: +9% temporal / +9% darkness / +7% all Changes resistances penetration: +5% darkness Changes damage: +17% blight / +19% arcane / +12% darkness Physical save: +13 (+3 eff.) Spell crit. chance: +5% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.13 mind and 18.15 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 19% 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 18. Terrified: Deals 4.88 mind and 4.40 darkness damage per turn and increases cooldowns by 29%. Haunted: Causes the target to suffer 7.99 mind and 7.21 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. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 24 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Taintimmortal' (0 def, 5 armour) drakeskin leather cap 'Taintimmortal' (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): 6 nature Changes stats: +5 Mag / +8 Wil Changes resistances: +13% blight / +15% darkness Changes damage: +16% blight / +19% arcane / +6% mind Physical save: +23 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +15 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Maximum psi: +52.20 Spell crit. chance: +5% Mindpower: +25 (+7 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
elven-silk wizard hat 'Elilekira' (3 def, 0 armour) elven-silk wizard hat 'Elilekira' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to reduce armor by 13% Damage when hit (Melee): 4 mind Changes stats: +9 Wil Changes resistances: +18% temporal / +19% darkness / +11% physical Changes damage: +18% temporal / +20% darkness / +18% physical Physical save: +14 (+3 eff.) Maximum hate: +12.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
iron helm 'Islaba' (10 def, 3 armour) iron helm 'Islaba' (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Dex Changes resistances: +19% light / +10% darkness Critical mult.: +5.00% 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. starseer's elven-silk wizard hat of knowledge (3 def, 0 armour)starseer's elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +7 Wil Changes damage: +11% darkness / +15% temporal / +13% light / +15% physical Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Betolle (4 def, 28 armour) Betolle (4 def, 28 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +28 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun Changes resistances: +12% acid / +12% cold / +5% arcane Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +6% arcane Allows you to breathe in: water Life regen: +8.00 Maximum life: +58.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of cold resistance (5 def, 30 armour)impenetrable voratun mail armour of cold resistance (5 def, 30 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +30% cold A suit of armour made of mail. |
stralite mail armour 'Ce'Nebeth' (4 def, 16 armour) stralite mail armour 'Ce'Nebeth' (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +16 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +15 Str / +2 Dex Changes resistances: +31% darkness / +16% physical Changes damage: +3% physical Critical mult.: +15.00% Life regen: +5.00 Maximum life: +46.00 Light radius: +4 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Emyldama the Noonlord (0 def, 16 armour) Emyldama the Noonlord (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +16 Fatigue: +22% Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +7 Str / +6 Wil / +7 Con Changes resistances: +30% acid / +22% darkness / +6% light / +33% blight Changes resistances penetration: +25% physical Maximum life: +99.00 Light radius: +6 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of the dragon (0 def, 35 armour)impenetrable voratun plate armour of the dragon (0 def, 35 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Fatigue: +22% Changes resistances: +15% acid / +15% physical / +15% cold / +14% lightning / +13% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +38% Knockback immunity: +38% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Blightstopper (18 def, 12 armour, 164% power, 240 block) Blightstopper (18 def, 12 armour, 164% power, 240 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+5 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 15 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block) Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Grinyyabers the Airgasher (0 def, 10 armour, 179% power, 205.5 block) Grinyyabers the Airgasher (0 def, 10 armour, 179% power, 205.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +17 darkness / +18 light When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +11 Str / +10 Dex / +5 Mag / +6 Cun Changes resistances: +25% lightning / +17% light / +15% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +18% temporal / +20% light / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 164% power, 260 block) Summertide (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+7 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 53.09 to 66.37 light damage (based on Willpower and Cunning) Activation costs 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
voratun shield 'Shimmerzephyr' (0 def, 10 armour, 173% power, 184.5 block) voratun shield 'Shimmerzephyr' (0 def, 10 armour, 173% power, 184.5 block)Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 173% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +184 On weapon hit: * 10% chance to slow global speed by 61% When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 18 arcane resource burn * 10% chance to slow global speed by 61% Damage (Melee): 18 acid / 25 nature Effects when hit in melee: * 8 arcane resource burn Changes stats: +12 Str / +5 Dex / +6 Con Changes resistances: +19% acid / +9% light / +33% lightning / +5% arcane / +19% nature Changes resistances penetration: +5% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of fire resistance (+24%) (0 def, 10 armour, 180% power, 195 block)warded voratun shield of fire resistance (+24%) (0 def, 10 armour, 180% power, 195 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +195 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +24% fire Maximum wards: +8 lightning / +8 temporal / +8 darkness / +6 fire / +8 nature / +7 blight / +7 cold / +8 arcane / +8 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
3 agate 3 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. |
1589 alchemist agate 1589 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
13 aquamarine 13 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 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 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shadowtouch (dig speed 22 turns) Shadowtouch (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Defense: +25 (+6 eff.) Changes stats: +6 Str Changes resistances: +18% darkness Physical save: +12 (+3 eff.) Mental save: +15 (+6 eff.) Silence immunity: +20% Life regen: +4.00 Healing mod.: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.8 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +97 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Silalle the voratun pickaxe (dig speed 14 turns) Silalle the voratun pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +6 Str / +6 Dex / +3 Con Changes resistances: +3% mind / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +9% temporal Light radius: +1 Infravision radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Isluta' (dig speed 38 turns) iron pickaxe 'Isluta' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +1 Wil Changes resistances: +3% blight Changes damage: +3% blight Critical mult.: +15.00% Confusion immunity: +10% Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald 3 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. |
5 jade 5 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 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Amyduhell AmyduhellPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +12% blight / +11% darkness / +16% mind Changes resistances penetration: +26% temporal Changes damage: +9% mind Blindness immunity: +50% Confusion immunity: +14% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +15 Infravision radius: +5 See stealth: +25 See invisible: +31 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Armyregovor the Radiancebore Armyregovor the RadianceboreInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Changes stats: +2 Wil Changes resistances: +3% all Changes resistances penetration: +5% light / +20% mind Changes damage: +6% mind Physical save: +8 (+2 eff.) Spell save: +13 (+2 eff.) Psi when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +1% Light radius: +9 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blackwrack the dwarven lantern Blackwrack the dwarven lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +8.4% Physical power: +32 (+5 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 27% Damage when hit (Melee): 30 fire Changes stats: +4 Wil Changes resistances: +10% fire Changes damage: +9% physical Stamina each turn: +3.00 Only die when reaching: -84.29 life Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bleakquench BleakquenchPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 27 fire Changes resistances: +5% fire / +15% darkness / +6% cold Changes damage: +6% temporal Mental save: +14 (+5 eff.) Blindness immunity: +32% Confusion immunity: +19% Light radius: +10 See stealth: +32 See invisible: +40 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Nightkiller NightkillerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances: +3% lightning / +3% fire / +3% mind Critical mult.: +10.00% Mental save: +9 (+4 eff.) Light radius: +6 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. |
Pyreborn the dwarven lantern Pyreborn the dwarven lanternInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +6% acid / +18% fire / +3% all Changes resistances penetration: +25% acid / +5% light Changes damage: +9% light / +9% fire Spell save: +9 (+2 eff.) Light radius: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Runodesin the alchemist's lamp Runodesin the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +9% cold / +1% physical Spell save: +6 (+1 eff.) Blindness immunity: +20% Life regen: +2.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tundracrypt TundracryptInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane / +3% all Changes damage: +12% cold Spell save: +5 (+1 eff.) Mental crit. chance: +2% Light radius: +3 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. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 280.50 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Bleakstinger' alchemist's lamp 'Bleakstinger'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +12 Defense: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% all Changes damage: +12% blight / +9% physical / +18% darkness Physical save: +12 (+3 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Noonsage' alchemist's lamp 'Noonsage'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +17 Damage when hit (Melee): 10 lightning Changes stats: +6 Str Changes resistances: +9% light Changes resistances penetration: +11% all Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Offalmaim' dwarven lantern 'Offalmaim'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +17 (+3 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +13 Wil Changes resistances: +6% light Critical mult.: +33.00% Spell save: +6 (+1 eff.) Poison immunity: +10% Cut immunity: +21% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
79 alchemist bloodstone 79 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 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. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 316.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel torque of psionic shield 'Nightroar' [power 73] (5/15 cooldown) dwarven-steel torque of psionic shield 'Nightroar' [power 73] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +30 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 physical Physical save: +6 (+2 eff.) 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 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Sepsishunt' [power 105] (5/9 cooldown) iron torque of mindblast 'Sepsishunt' [power 105] (5/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex / +1 Cun Changes damage: +6% lightning / +6% nature Light radius: +1 It can be used to blast the opponent's mind dealing 128 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Starmortal [power 548] (5/13 cooldown) Starmortal [power 548] (5/13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes damage: +12% lightning / +21% light It can be used to sting an enemy dealing 603 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 47. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Alystir' [power 422] (5/9 cooldown) elven-wood totem of healing 'Alystir' [power 422] (5/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 13% Changes stats: +7 Mag / +3 Con Changes resistances penetration: +25% acid Infravision radius: +2 See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of summon tentacle [power 400] (5/21 cooldown) overpowered yew totem of summon tentacle [power 400] (5/21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 818 Base Damage: 438 Armor: 19 All Resist: 9 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 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. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
5 zircon 5 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 swamp knight the Krog Bulwark level 27
71st Regrowth 123rd year of Ascendancy at 23:18 see stats
By swamp knight the Krog Bulwark level 37
68th Pyre 123rd year of Ascendancy at 10:30 see stats
By swamp knight the Krog Bulwark level 50
32nd Regrowth 124th year of Ascendancy at 09:12 see stats
By swamp knight the Krog Bulwark level 36
66th Pyre 123rd year of Ascendancy at 13:30 see stats
By swamp knight the Krog Bulwark level 20
23rd Haze 122nd year of Ascendancy at 12:36 see stats
By swamp knight the Krog Bulwark level 40
7th Mirth 123rd year of Ascendancy at 01:16 see stats
By swamp knight the Krog Bulwark level 48
11st Haze 123rd year of Ascendancy at 19:13 see stats
By swamp knight the Krog Bulwark level 39
1st Mirth 123rd year of Ascendancy at 13:31 see stats
By swamp knight the Krog Bulwark level 10
28th Dusk 122nd year of Ascendancy at 19:41 see stats
By swamp knight the Krog Bulwark level 50
42nd Regrowth 124th year of Ascendancy at 17:45 see stats
By swamp knight the Krog Bulwark level 38
76th Pyre 123rd year of Ascendancy at 01:53 see stats
By swamp knight the Krog Bulwark level 31
29th Pyre 123rd year of Ascendancy at 22:10 see stats
By swamp knight the Krog Bulwark level 50
25th Dusk 124th year of Ascendancy at 23:29 see stats
By swamp knight the Krog Bulwark level 20
30th Haze 122nd year of Ascendancy at 00:19 see stats
By swamp knight the Krog Bulwark level 30
14th Pyre 123rd year of Ascendancy at 10:47 see stats
By swamp knight the Krog Bulwark level 27
75th Regrowth 123rd year of Ascendancy at 12:55 see stats
By swamp knight the Krog Bulwark level 50
76th Regrowth 124th year of Ascendancy at 03:19 see stats
By swamp knight the Krog Bulwark level 50
13rd Regrowth 124th year of Ascendancy at 03:13 see stats
By swamp knight the Krog Bulwark level 34
54th Pyre 123rd year of Ascendancy at 09:26 see stats
By swamp knight the Krog Bulwark level 42
7th Mirth 123rd year of Ascendancy at 20:02 see stats
By swamp knight the Krog Bulwark level 10
2nd Flare 122nd year of Ascendancy at 19:50 see stats
By swamp knight the Krog Bulwark level 20
73rd Dusk 122nd year of Ascendancy at 18:30 see stats
By swamp knight the Krog Bulwark level 30
7th Pyre 123rd year of Ascendancy at 13:34 see stats
By swamp knight the Krog Bulwark level 40
5th Mirth 123rd year of Ascendancy at 06:55 see stats
By swamp knight the Krog Bulwark level 50
5th Decay 123rd year of Ascendancy at 04:59 see stats
By swamp knight the Krog Bulwark level 49
69th Haze 123rd year of Ascendancy at 12:07 see stats
By swamp knight the Krog Bulwark level 50
73rd Regrowth 124th year of Ascendancy at 18:58 see stats
By swamp knight the Krog Bulwark level 50
18th Regrowth 124th year of Ascendancy at 08:46 see stats
By swamp knight the Krog Bulwark level 27
9th Decay 122nd year of Ascendancy at 22:07 see stats
By swamp knight the Krog Bulwark level 50
25th Dusk 124th year of Ascendancy at 23:27 see stats
By swamp knight the Krog Bulwark level 50
43rd Regrowth 124th year of Ascendancy at 12:38 see stats
By swamp knight the Krog Bulwark level 35
62nd Pyre 123rd year of Ascendancy at 04:24 see stats
By swamp knight the Krog Bulwark level 20
29th Haze 122nd year of Ascendancy at 08:36 see stats
By swamp knight the Krog Bulwark level 39
76th Pyre 123rd year of Ascendancy at 03:49 see stats
By swamp knight the Krog Bulwark level 5
6th Mirth 122nd year of Ascendancy at 03:54 see stats
By swamp knight the Krog Bulwark level 50
74th Regrowth 124th year of Ascendancy at 06:29 see stats
By swamp knight the Krog Bulwark level 26
2nd Decay 122nd year of Ascendancy at 02:37 see stats
By swamp knight the Krog Bulwark level 46
7th Haze 123rd year of Ascendancy at 05:34 see stats
By swamp knight the Krog Bulwark level 43
3rd Dusk 123rd year of Ascendancy at 08:09 see stats
By swamp knight the Krog Bulwark level 22
33rd Haze 122nd year of Ascendancy at 15:53 see stats
By swamp knight the Krog Bulwark level 15
56th Dusk 122nd year of Ascendancy at 20:35 see stats
By swamp knight the Krog Bulwark level 35
64th Pyre 123rd year of Ascendancy at 12:34 see stats
Log
Argoniel is silenced and cannot use Curse of Death.
Argoniel hits swamp knight for 11 physical, (26 antimagic), 0 blight, 18 physical, (26 antimagic), 0 blight (30 total damage).
Melee retaliation hits Argoniel for 21 arcane, 10 fire, 3 mind, 1 arcane, 14 arcane, 10 fire, 3 mind, 1 arcane (63 total damage).
Cold drake is free from the acid.
Cold drake misses swamp knight.
Cold drake misses swamp knight.
Acid Splash from Argoniel hits Ice wyrm for 64 acid damage.
Acid Splash from Argoniel hits Cold drake for 46 acid damage.
Acid Splash from Argoniel hits swamp knight for (19 antimagic), 0 acid (0 total damage).
Swamp knight uses Assault.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal reaver (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
swamp knight performs a melee critical strike against Argoniel!
swamp knight performs a melee critical strike against Argoniel!
Swamp knight prepares for the next kill!
Greater Weapon Focus from Swamp knight hits Argoniel for 1160 physical damage.
swamp knight hits Argoniel for 452 physical, 0 arcane, 47 physical (499 total damage).
swamp knight killed Argoniel!
Talent Shield Pummel is ready to use.
Talent Infusion: Movement is ready to use.
Talent Rush is ready to use.
Acid Splash from Argoniel hits swamp knight for (18 antimagic), 0 acid (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Saving game...
Saving done.