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 | Drem |
Class | Stone Warden |
Level / Exp | 50 / 177% |
Size | big |
Lifes / Deaths | Killed by Salevena the thief at level 22 on the 25th Iron 123rd year of Ascendancy at 20:54 / 2Killed by Vor, Grand Geomancer of the Pride at level 50 on the 24th Loss 123rd year of Ascendancy at 10:38 |
Primary Stats
Strength | 104 (base 66) |
Dexterity | 37 (base 14) |
Constitution | 39 (base 26) |
Magic | 85 (base 62) |
Willpower | 86 (base 60) |
Cunning | 35 (base 12) |
Resources
Life | -355/1590 |
Mana | 497/814 |
Equilibrium | 45 |
Positive | 177/197 |
Healing Factor | 1.4962543368031 |
Regeneration | 61.720491393127 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 38.508560162218 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 250 |
Accuracy | 70 |
Crit Chance | 25% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 122 |
Accuracy | 70 |
Crit Chance | 25% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Fire | +15% |
Physical | +32% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Acid | +5% |
Cold | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 130.66045976336 (88.568973732692%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 39 |
Physical Save | 40 |
Spell Save | 54 |
Mental Save | 57 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 46%( 70%) |
All | + 12%( 70%) |
Darkness | + 23%( 70%) |
Light | + 17%( 70%) |
Physical | + 63%( 70%) |
Fire | + 52%( 70%) |
Lightning | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Confusion Resistance | 80% |
Disarm Resistance | 49% |
Knockback Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 960% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 9 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by shadow clone jutsu. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax 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: 1390. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn 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 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 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. |
Light source | Ce'Nora Ce'NoraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Changes stats: +6 Str / +2 Wil / +6 Con Changes resistances: +9% blight / +1% physical Critical mult.: +5.00% Life regen: +10.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Tundrapassion (3 def, 0 armour) Tundrapassion (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Cun / +14 Wil Changes resistances: +20% physical / +6% light / +3% blight / +21% cold / +3% darkness Changes resistances penetration: +10% nature / +5% cold Changes damage: +6% cold / +20% physical Mindpower: +11 (+4 eff.) A pointy cloth hat, very wizardly... |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 6.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 95.21 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Tool | Lorikaltholeblek the dwarven-steel pickaxe (dig speed 12 turns) Lorikaltholeblek the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +6 Fatigue: -7% Changes stats: +8 Str Changes resistances: +7% fire / +6% darkness / +5% arcane Knockback immunity: +20% Equilibrium when hit: +0.04 Maximum psi: +30.00 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: 2.0 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 +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 40% Changes stats: +4 Cun / +6 Dex Changes resistances: +3% acid / +9% cold / +5% arcane Changes resistances penetration: +5% acid Disarm immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +29% Life regen: +14.00 Maximum life: +59.00 Healing mod.: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ravenwinnow the voratun ring Ravenwinnow the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% darkness / +30% fire Changes damage: +15% fire Critical mult.: +15.00% Spell save: +16 (+5 eff.) Life regen: +17.00 Maximum life: +74.00 Maximum mana: +40.00 Maximum stamina: +38.00 Spell crit. chance: +2% Healing mod.: +18% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
In main hand | Dourbender (0 def, 40 armour, 178% power, 225.76122603564 block) Dourbender (0 def, 40 armour, 178% power, 225.76122603564 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +226 Damage (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +52 (+12 eff.) Armour: +40 Fatigue: +8% Changes stats: +10 Str / +13 Dex Changes damage: +15% darkness Talent granted: +1 Block Handheld deflection devices. |
Around waist | hardened leather belt 'Manadunaleg' hardened leather belt 'Manadunaleg'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Armour: +7 Changes stats: +3 Dex / +2 Wil / +2 Con Critical mult.: +7.00% Spell save: +5 (+1 eff.) Light radius: +3 Size category: +1 It can be used to create a temporary shield that absorbs 245 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
In off hand | Branuchak the voratun shield (0 def, 10 armour, 175% power, 205 block) Branuchak the voratun shield (0 def, 10 armour, 175% power, 205 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +205 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 blight / +4 arcane When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 12 lightning Changes resistances: +18% physical Maximum wards: +7 lightning / +7 temporal / +6 darkness / +5 fire / +4 nature / +7 blight / +8 cold / +6 arcane / +6 light Talents granted: +1 Ward +1 Block Maximum hate: +8.00 Maximum vim: +20.00 Spell crit. chance: +3% Handheld deflection devices. |
Cloak | Mayuth (13 def, 0 armour) Mayuth (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Physical save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Turochak the stralite plate armour (0 def, 26 armour) Turochak the stralite plate armour (0 def, 26 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Fatigue: +22% Changes stats: +7 Cun / +9 Wil Changes resistances: +7% acid / +9% physical / +9% cold / +9% lightning / +8% fire Talent cooldown: Rush (-5 turns) Spell save: +12 (+4 eff.) Mental save: +15 (+4 eff.) Disarm immunity: +29% Stun/Freeze immunity: +28% Knockback immunity: +28% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+4 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 264; cd 11) healing infusion of the warrior (heal 264; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 268; cd 10) healing infusion of the warrior (heal 268; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 658%; cd 11) movement infusion of the psychic (speed 658%; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 804%; cd 13) movement infusion of the warrior (speed 804%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% 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. |
wild infusion (res 17%; magical, mental; dur 4; cd 16) wild infusion (res 17%; magical, mental; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 17% 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 17%; mental, physical; dur 2; cd 11) wild infusion (res 17%; mental, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, magical; dur 4; cd 12) wild infusion (res 19%; mental, magical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical 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%; magical, mental; dur 3; cd 10) wild infusion (res 19%; magical, mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 22%; magical, mental; dur 4; cd 12) wild infusion of the duelist (res 22%; magical, mental; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 33%; mental; dur 3; cd 10) wild infusion of the psychic (res 33%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 35%; magical, physical; dur 2; cd 11) wild infusion of the psychic (res 35%; magical, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 35% 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 warrior (res 39%; physical; dur 2; cd 10) wild infusion of the warrior (res 39%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 222; dur 4; cd 16) acid wave rune of the psychic (damage 222; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 222.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 219; dur 4; cd 22) acid wave rune of the psychic (damage 219; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 219.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 278; dur 4; cd 15) acid wave rune of the psychic (damage 278; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 278.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 122; dur 4; cd 15) acid wave rune of the sneak (damage 122; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 122.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 291; dur 4; cd 15) biting gale rune of the psychic (damage 291; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 290.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 277; dur 4; cd 19) biting gale rune of the wizard (damage 277; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 276.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 46; cd 13) shatter afflictions rune (absorb 46; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 122; cd 12) shatter afflictions rune of the duelist (absorb 122; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 528; dur 6; cd 15) shielding rune of the warrior (absorb 528; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 528 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 71; blocks 5; dur 4; cd 13) stormshield rune (threshold 71; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Arcborn ArcbornInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +7 Dex / +8 Wil / +6 Con Changes resistances: +6% temporal / +6% fire Changes damage: +6% lightning Blindness immunity: +31% Disease immunity: +10% Disarm immunity: +20% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Boltraze the copper amulet Boltraze the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +18% fire / +3% light / +13% temporal Changes damage: +6% lightning / +15% nature Pinning immunity: +22% Knockback immunity: +22% Amulets make your neck look great! |
Boryneg BorynegInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +4 Changes resistances: +27% cold / +30% fire / +15% physical Changes resistances penetration: +20% arcane Blindness immunity: +40% Stamina each turn: +1.20 Only die when reaching: -40.00 life Infravision radius: +10 Sight radius: +2 See invisible: +14 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 35/35) : Effective talent level: 2.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frostwilder FrostwilderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning / +16% temporal / +6% light / +6% cold / +9% mind / +7% physical Cut immunity: +21% Stun/Freeze immunity: +50% Knockback immunity: +20% Life regen: +4.18 Amulets make your neck look great! |
Gluma the gold amulet Gluma the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +4 Con / +2 Wil Changes resistances: +3% mind Changes resistances penetration: +10% mind Critical mult.: +15.00% Mental save: +8 (+3 eff.) Confusion immunity: +15% Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
Halimarab the voratun amulet Halimarab the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +7 Defense: +43 (+18 eff.) Damage when hit (Melee): 6 blight Changes stats: +18 Lck / +7 Con Changes resistances: +4% physical Changes resistances cap: +6% all Changes damage: +6% physical Physical save: +25 (+8 eff.) Only die when reaching: -60.00 life Reduce all damage from unseen attackers: 19% Amulets make your neck look great! |
Isalle the voratun amulet Isalle the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Fatigue: -16% Damage when hit (Melee): 6 physical Changes stats: +11 Dex / +6 Wil / +7 Cun / +5 Con Changes resistances: +6% lightning Life regen: +8.00 Stamina each turn: +1.00 Only die when reaching: -20.00 life Movement speed: +10% Amulets make your neck look great! |
Siluleda SiluledaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +2 Wil Changes resistances: +15% acid Changes resistances penetration: +5% mind Mental crit. chance: +1% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
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... |
clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
cleansing copper amulet of willpower (+3) cleansing copper amulet of willpower (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% nature / +10% blight Poison immunity: +20% Disease immunity: +24% Amulets make your neck look great! |
copper amulet 'Barydar' copper amulet 'Barydar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% lightning / +13% light / +6% blight / +9% nature / +17% darkness Changes resistances penetration: +15% acid Mental save: +18 (+5 eff.) Blindness immunity: +25% Amulets make your neck look great! |
gold amulet 'Deepsvortex' gold amulet 'Deepsvortex'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +20% physical Changes damage: +24% physical Physical save: +16 (+5 eff.) Spell save: +22 (+7 eff.) Mental save: +16 (+5 eff.) Stamina each turn: +3.00 Mana each turn: +0.08 Amulets make your neck look great! |
gold amulet 'Grinovon' gold amulet 'Grinovon'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes damage: +18% arcane Spell save: +15 (+5 eff.) Mana each turn: +0.24 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
gold amulet 'Murkbreak' gold amulet 'Murkbreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% nature Changes damage: +9% mind Talent mastery: +0.28 Spell / Earth Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
grounding copper amulet of cunning (+3) grounding 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: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding gold amulet of manastreaming grounding gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% lightning Stun/Freeze immunity: +28% Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Amulets make your neck look great! |
insulating gold amulet of constitution (+4) insulating gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +16% fire / +14% cold Amulets make your neck look great! |
stabilizing gold amulet of healing stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% temporal Cut immunity: +50% Pinning immunity: +28% Knockback immunity: +30% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 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 208 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet of magic (+3) starlit copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% light / +12% darkness Blindness immunity: +20% Amulets make your neck look great! |
starlit gold amulet of constitution (+4) starlit gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% light / +13% darkness Blindness immunity: +22% Amulets make your neck look great! |
steel amulet 'Frostmark' steel amulet 'Frostmark'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +8 Damage when hit (Melee): 8 physical Changes stats: +2 Dex / +3 Mag Changes resistances penetration: +10% cold Changes damage: +5% darkness / +5% temporal / +5% light / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
steel amulet 'Glorille' steel amulet 'Glorille'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +6 Wil Changes resistances penetration: +25% physical Changes damage: +6% physical Mental save: +9 (+3 eff.) Confusion immunity: +16% Stamina each turn: +3.00 Mindpower: +9 (+3 eff.) See invisible: +21 Amulets make your neck look great! |
voratun amulet 'Freezegore' voratun amulet 'Freezegore'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Damage when hit (Melee): 2 cold Changes stats: +9 Str / +8 Dex / +8 Mag / +9 Wil Changes resistances: +12% acid / +1% physical / +3% nature / +3% temporal Changes resistances cap: +7% all Physical save: +34 (+11 eff.) Teleport immunity: +10% 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. |
Camochak the Snowgrind Camochak the SnowgrindCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 10 acid Changes resistances: +30% cold Changes resistances penetration: +25% darkness / +10% cold Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Rings make your fingers look great! |
Duathelnoon DuathelnoonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +24% acid / +5% arcane / +15% mind Changes resistances penetration: +10% mind Changes damage: +12% acid / +9% arcane Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Erelotomadas ErelotomadasPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Defense: +15 (+7 eff.) Changes stats: +3 Str Changes resistances: +22% light Changes resistances penetration: +15% arcane Changes damage: +11% light / +3% arcane Critical mult.: +10.00% Physical save: +3 (+1 eff.) Rings make your fingers look great! |
Flamecut the gold ring Flamecut the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex / +6 Wil Changes resistances: +32% darkness Changes resistances penetration: +15% fire Changes damage: +16% darkness Mana when firing critical spell: +2.00 Spell crit. chance: +8% Light radius: +2 Damage Shield penetration: +30% Rings make your fingers look great! |
Flareglean FlaregleanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Str / +4 Dex / +3 Wil / +2 Con Changes resistances: +21% fire Changes resistances penetration: +20% arcane Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +32% Maximum life: +44.00 Infravision radius: +3 Rings make your fingers look great! |
Gloomserpent the gold ring Gloomserpent the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 10 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +9% darkness / +12% cold Life regen: +4.00 Only die when reaching: -60.00 life Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
Gyda GydaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% blight Changes resistances penetration: +15% mind Mental save: +7 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Hathotar the gold ring Hathotar the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% light / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +12% light / +9% temporal Reduces incoming crit damage: 5.00% See invisible: +3 Rings make your fingers look great! |
Lorodunaromichik the Prismmonster Lorodunaromichik the PrismmonsterPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Changes resistances: +22% acid / +3% light / +18% lightning / +9% blight / +26% cold / +10% nature / +18% fire Changes resistances penetration: +10% acid Changes damage: +6% acid / +3% light Poison immunity: +16% Disease immunity: +16% Disarm immunity: +36% Pinning immunity: +42% Knockback immunity: +30% Maximum life: +40.00 Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 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. |
Nimbusstun NimbusstunInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances penetration: +25% lightning Changes damage: +12% blight Mental save: +12 (+4 eff.) Confusion immunity: +41% Maximum psi: +50.00 Spell crit. chance: +3% Mindpower: +30 (+10 eff.) Rings make your fingers look great! |
Porivena PorivenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +15 (+3 eff.) Changes stats: +3 Dex / +3 Mag / +4 Con Life regen: +4.00 Light radius: +2 Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Sepsismalice the gold ring Sepsismalice the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 10 nature Changes stats: +3 Str / +3 Dex / +7 Wil / +4 Con Physical save: +12 (+4 eff.) Mental save: +14 (+4 eff.) Rings make your fingers look great! |
Sileth SilethInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Changes resistances: +26% acid / +6% light / +3% blight Changes damage: +13% acid Pinning immunity: +20% Knockback immunity: +10% Rings make your fingers look great! |
Sunterror SunterrorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +4 Dex / +6 Cun Changes resistances: +12% temporal Changes damage: +12% temporal Stun/Freeze immunity: +47% Life regen: +9.00 Light radius: +3 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! |
Thunderminister ThunderministerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 10 acid Changes resistances: +22% light Changes resistances penetration: +10% lightning / +10% acid Changes damage: +15% lightning / +11% light / +3% acid Rings make your fingers look great! |
Zuvon the Chilltrencher Zuvon the ChilltrencherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% * 20% chance to reduce all saves and defense by 30 Changes resistances: +26% lightning / +21% cold / +6% acid Changes resistances penetration: +5% mind / +25% acid Changes damage: +13% lightning Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Belovena' copper ring 'Belovena'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +1 Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes resistances: +6% nature / +6% blight Changes damage: +3% mind Critical mult.: +10.00% Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great! |
gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Physical power: +7 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 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 80% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Str / +7 Con Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 30 Damage (Melee): 14 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 13 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +44.00 Healing mod.: +13% Rings make your fingers look great! |
gold ring 'Willowviper' gold ring 'Willowviper'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+14 eff.) Changes stats: +7 Wil / +7 Cun / +6 Con Changes resistances: +15% lightning / +9% fire / +3% physical Changes damage: +9% nature Reduces incoming crit damage: 15.00% Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
mule's steel ring of fire (+20%) mule's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +21 Rings make your fingers look great! |
painweaver's gold ring of the mind (+13%) painweaver's gold ring of the mind (+13%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +13% mind Changes damage: +13% mind / +6% all Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of clarity rogue's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Mental save: +9 (+3 eff.) Confusion immunity: +31% Rings make your fingers look great! |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
savage's gold ring of sensing savage's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Blindness immunity: +24% Maximum stamina: +10.00 Infravision radius: +3 See stealth: +11 See invisible: +8 Rings make your fingers look great! |
savage's stralite ring savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
savage's voratun ring of warding savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% acid / +23% fire / +19% lightning / +21% cold Spell save: +14 (+4 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +10 Defense: +8 (+4 eff.) Changes stats: +6 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 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 80% 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! |
sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +4 Dex Rings make your fingers look great! |
solipsist's gold ring of darkness (+24%) solipsist's gold ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Prismwrack' steel ring 'Prismwrack'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +43% lightning / +9% blight / +3% light / +15% acid Changes damage: +14% lightning Light radius: +2 Rings make your fingers look great! |
steel ring 'Thunderrip' steel ring 'Thunderrip'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 10 cold Changes resistances: +12% lightning Changes resistances penetration: +25% acid Silence immunity: +22% Mana each turn: +0.15 Rings make your fingers look great! |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage (Melee): 26 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 30 Damage (Ranged): 35 physical Changes stats: +9 Cun Stun/Freeze immunity: +60% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's steel ring of frost (+22%) warrior's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of true flightsteady dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +35 (+9 eff.) Physical crit. chance: +24.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Amethyst of Sanctuary (111% power, 26 apr, mind damage)Amethyst of Sanctuary (111% power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 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: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
This item will automatically be transmogrified when you leave the level. Obsidianpython the elven-wood starstaff (129% power, 5 apr, darkness element)Obsidianpython the elven-wood starstaff (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 40% * 21% chance to reduce damage dealt by 24% Changes stats: +4 Mag / +5 Wil Changes resistances: +15% darkness Changes resistances penetration: +20% darkness / +20% acid Changes damage: +12% acid / +21% fire / +25% darkness Talent granted: +1 Command Staff Maximum mana: +86.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's elven-wood starstaff of fate (129% power, 5 apr, light element)bloodlich's elven-wood starstaff of fate (129% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +3 Cun / +5 Con Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +22.00% Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +13 (+4 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +34.00 Maximum neg.energy: +39.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone magestaff of wizardry (136% power, 6 apr, fire element)cruel dragonbone magestaff of wizardry (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% 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 stats: +4 Mag / +4 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum mana: +10.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Duathelwinnow' (129% power, 5 apr, lightning element)elven-wood magestaff 'Duathelwinnow' (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% darkness Changes resistances penetration: +16% acid / +26% darkness / +10% light Changes damage: +25% lightning Talent granted: +1 Command Staff Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +17% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal elm starstaff (100% power, 2 apr, temporal element)ethereal elm starstaff (100% power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Damage Shield penetration: +13% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff of fate (147% power, 6 apr, arcane element)potent dragonbone magestaff of fate (147% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 130% 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 damage: +38% arcane Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+4 eff.) Spellpower: +19 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Getantir the Sleetwing Getantir the SleetwingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 arcane Changes resistances: +9% fire Changes resistances penetration: +20% arcane / +10% cold Maximum encumbrance: +21 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 312, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Ulfodogrim UlfodogrimInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +5 Dex / +8 Wil / +4 Cun / +2 Con Critical mult.: +15.00% Physical save: +14 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Spellpower: +20 (+5 eff.) Light radius: +2 See invisible: +6 A belt that goes around your waist. |
drakeskin leather belt 'Cobrapain' drakeskin leather belt 'Cobrapain'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 6 blight Changes stats: +6 Dex / +6 Cun / +6 Lck Changes resistances: +12% blight / +9% nature Changes resistances penetration: +15% nature Trap disarming bonus: +29 Stealth bonus: +12 Mental save: +9 (+3 eff.) Maximum mana: +40.00 Spellpower: +9 (+2 eff.) Infravision radius: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+7 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Nerolle (1 def, 0 armour) Nerolle (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +20% nature / +21% blight Disarm immunity: +10% Confusion immunity: +20% Life regen: +2.00 Healing mod.: +32% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eremolelach' (2 def, 0 armour) cashmere cloak 'Eremolelach' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +6 Str / +2 Dex / +3 Mag / +1 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +8% cold Maximum life: +67.00 Maximum stamina: +15.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Prismbile' (1 def, 6 armour) linen cloak 'Prismbile' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +11% cold / +9% light / +2% physical Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of sorcery (3 def, 0 armour)spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +8 Wil Spell save: +12 (+4 eff.) Maximum mana: +65.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of Angolwen (0 def, 0 armour)spellwoven elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +15% all Spell save: +30 (+9 eff.) Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+5 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's woollen robe (0 def, 0 armour)stargazer's woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% all Changes damage: +9% light / +11% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 227 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Artheneg the pair of drakeskin leather boots (0 def, 5 armour) Artheneg the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +3 Dex / +5 Mag / +1 Con Changes resistances: +12% mind Maximum encumbrance: +50 Physical save: +11 (+3 eff.) Silence immunity: +50% Confusion immunity: +41% Stun/Freeze immunity: +47% Lowers spell cool-downs by: 10% Light radius: +3 See invisible: +9 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. |
This item will automatically be transmogrified when you leave the level. Frostwreck the pair of drakeskin leather boots (40 def, 5 armour)Frostwreck the pair of drakeskin leather boots (40 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +25 (+4 eff.) Armour: +5 Defense: +40 (+17 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 30 Changes resistances: +21% cold Changes damage: +18% physical Maximum stamina: +31.61 Activating this item is instant. It can be used to activate talent Evasion, 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 Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Woeking (0 def, 5 armour) Woeking (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 6 darkness Changes stats: +4 Dex / +6 Cun / +4 Con / +15 Lck Changes resistances: +3% nature / +6% temporal Changes resistances penetration: +15% darkness Stealth bonus: +15 Physical save: +23 (+7 eff.) Spell save: +6 (+2 eff.) Mental save: +23 (+6 eff.) Life regen: +10.00 Healing mod.: +19% A pair of boots made of leather. |
Blindenvy (0 def, 3 armour) Blindenvy (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 30 * 22% chance to reduce all saves and defense by 30 * 10% chance to reduce damage dealt by 24% Damage (Melee): 29 darkness / 40 mind Changes stats: +6 Dex / +4 Con Changes resistances: +6% blight Changes resistances penetration: +10% darkness Changes damage: +9% blight Physical save: +29 (+9 eff.) Spell save: +7 (+2 eff.) Mental save: -1 (+0 eff.) Disarm immunity: +37% Mindpower: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Daimiran (0 def, 2 armour) Daimiran (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage (Melee): 5 temporal Damage (Ranged): 8 temporal Changes stats: +3 Dex Changes resistances: +6% temporal Changes damage: +3% temporal / +6% mind / +3% arcane Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +10.00 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. |
Isema (10 def, 2 armour) Isema (10 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Physical power: +20 (+4 eff.) Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Damage (Melee): 9 darkness Changes stats: +6 Cun / +3 Wil Changes resistances: +10% darkness Changes damage: +8% darkness Only die when reaching: -60.00 life Mindpower: +10 (+3 eff.) 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. |
Mardynarirek (0 def, 1 armour) Mardynarirek (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Changes stats: +5 Dex / +1 Con Changes resistances: +9% lightning Disarm immunity: +10% Only die when reaching: -40.00 life Maximum life: +100.00 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. |
This item will automatically be transmogrified when you leave the level. Nightqueen the voratun gauntlets (0 def, 7 armour)Nightqueen the voratun gauntlets (0 def, 7 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Damage (Melee): 15 lightning Changes resistances: +10% lightning / +15% fire / +15% nature Changes damage: +8% lightning / +12% darkness Physical save: +12 (+4 eff.) Only die when reaching: -40.00 life Healing mod.: +21% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% 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. |
spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour) spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Con Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +29% Mana each turn: +0.11 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets 'Glitterpulverizer' (0 def, 3 armour)voratun gauntlets 'Glitterpulverizer' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 14 lightning Changes stats: +9 Str / +8 Dex / +10 Cun Changes resistances: +9% lightning / +21% acid Changes damage: +11% lightning / +15% light / +9% acid Talent cooldown: Double Strike (-2 turns) Physical save: +25 (+8 eff.) 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. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Falynaridig (0 def, 8 armour) Falynaridig (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+5 eff.) Armour: +8 Fatigue: +4% Changes stats: +2 Str Changes resistances: +6% cold Changes resistances penetration: +10% physical Allows you to breathe in: water Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettakhad the elven-silk wizard hat (3 def, 0 armour) Hettakhad the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes resistances: +9% acid / +3% temporal / +5% arcane / +15% fire / +3% mind / +12% cold Changes damage: +20% arcane Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +21% Psi each turn: +0.35 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Healing mod.: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 60 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 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 15.00 mind and 17.25 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 17% 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 16. Terrified: Deals 3.50 mind and 4.02 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.82 mind and 6.69 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. |
Turudurerin the elven-silk wizard hat (28 def, 4 armour) Turudurerin the elven-silk wizard hat (28 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +2 Armour: +4 Defense: +28 (+13 eff.) Changes stats: +7 Cun / +2 Con Changes resistances: +57% nature Changes damage: +38% nature Physical save: +6 (+2 eff.) Mental save: +15 (+4 eff.) A pointy cloth hat, very wizardly... |
Unlightstreak the linen wizard hat (1 def, 0 armour) Unlightstreak the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Mag Changes resistances: +16% light Changes resistances penetration: +10% darkness Changes damage: +11% light Light radius: +2 Infravision radius: +1 See invisible: +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Arynne' (2 def, 0 armour) cashmere wizard hat 'Arynne' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% lightning / +3% temporal / +5% light / +3% fire / +4% nature / +4% acid / +18% blight / +4% cold / +5% darkness Changes damage: +13% blight Spell save: +3 (+1 eff.) Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Mana each turn: +0.19 Hate when firing a critical mind attack: +2.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
linen wizard hat 'Hailtooth' (1 def, 0 armour) linen wizard hat 'Hailtooth' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 cold Changes resistances: +6% fire / +3% mind / +12% cold Disease immunity: +20% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Brodizor the drakeskin leather armour (20 def, 8 armour)Brodizor the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Effects on melee hit: * 21% chance to reduce all saves and defense by 30 Damage when hit (Melee): 11 arcane Changes resistances: +9% mind / +27% cold Changes resistances penetration: +10% mind / +20% arcane Changes damage: +12% arcane / +15% mind Critical mult.: +10.00% Mindpower: +15 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Moldhacker the drakeskin leather armour (20 def, 8 armour)Moldhacker the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Effects on melee hit: * 21% chance to slow global speed by 57% * 21% chance to reduce damage dealt by 24% Damage when hit (Melee): 8 nature Changes resistances: +6% fire / +15% nature / +27% cold Changes damage: +9% acid / +18% nature / +18% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of the void (20 def, 8 armour)prismatic drakeskin leather armour of the void (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 9 darkness Changes resistances: +21% temporal / +47% darkness / +15% light Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +24% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 15 turns. A suit of armour made of leather. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+15 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
5 agate 5 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. |
1390 alchemist agate 1390 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 aquamarine 15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radiancestreak the dwarven-steel pickaxe (dig speed 15 turns) Radiancestreak the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +3 Changes stats: +2 Str Changes resistances: +15% light / +6% mind Changes damage: +8% fire / +11% mind / +9% physical Mental save: +10 (+3 eff.) Only die when reaching: -80.00 life Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. Xenn the Tidedredge (dig speed 22 turns)Xenn the Tidedredge (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 11 mind Changes stats: +3 Str Changes resistances: +27% cold / +15% nature / +6% mind Changes resistances penetration: +26% darkness / +26% cold Changes damage: +10% nature / +21% darkness 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. |
12 emerald 12 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. |
8 jade 8 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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. |
Flashgrind the alchemist's lamp Flashgrind the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning / 19 fire Changes resistances: +9% light / +7% fire Changes resistances penetration: +25% cold Changes damage: +12% light / +15% cold Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Lelohell LelohellInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+7 eff.) Changes stats: +2 Dex / +1 Cun / +1 Wil Changes resistances: +3% lightning / +9% blight / +5% arcane / +6% all Physical save: +17 (+5 eff.) Spell save: +42 (+12 eff.) Mental save: +19 (+5 eff.) Light radius: +5 Infravision radius: +2 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
75 alchemist bloodstone 75 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. |
fire opal 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. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
dwarven-steel torque of clear mind 'Greenrebel' [power 3] (15 cooldown) dwarven-steel torque of clear mind 'Greenrebel' [power 3] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 8 mind / 6 lightning Changes resistances: +9% nature Changes damage: +15% nature It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing dragonbone totem of healing [power 560] (9 cooldown) cleansing dragonbone totem of healing [power 560] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
Lisudagassra the Bleakvice [power 116] (9 cooldown) Lisudagassra the Bleakvice [power 116] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +1 Dex / +5 Mag Changes resistances penetration: +20% darkness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulfedrarin the yew wand of shielding [power 314] (12 cooldown) Ulfedrarin the yew wand of shielding [power 314] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +12% light Changes damage: +18% physical Silence immunity: +20% Only die when reaching: -60.00 life Maximum life: +100.00 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Heal for 65. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
diamond 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. |
3 pearl 3 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. |
14 quartz 14 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. |
4 ametrine 4 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. |
7 citrine 7 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. |
10 zircon 10 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. |
Achievements
By shadow clone jutsu the Drem Stone Warden level 25
2nd Gold 123rd year of Ascendancy at 16:01 see stats
By shadow clone jutsu the Drem Stone Warden level 39
2nd Acquisition 123rd year of Ascendancy at 21:16 see stats
By shadow clone jutsu the Drem Stone Warden level 38
1st Acquisition 123rd year of Ascendancy at 06:33 see stats
By shadow clone jutsu the Drem Stone Warden level 42
16th Profit 123rd year of Ascendancy at 13:05 see stats
By shadow clone jutsu the Drem Stone Warden level 49
6th Dearth 123rd year of Ascendancy at 08:27 see stats
By shadow clone jutsu the Drem Stone Warden level 41
11st Profit 123rd year of Ascendancy at 07:50 see stats
By shadow clone jutsu the Drem Stone Warden level 28
29th Gold 123rd year of Ascendancy at 00:37 see stats
By shadow clone jutsu the Drem Stone Warden level 10
35th Dearth 122nd year of Ascendancy at 12:04 see stats
By shadow clone jutsu the Drem Stone Warden level 40
7th Profit 123rd year of Ascendancy at 00:32 see stats
By shadow clone jutsu the Drem Stone Warden level 32
11st Voratun 123rd year of Ascendancy at 06:13 see stats
By shadow clone jutsu the Drem Stone Warden level 22
23rd Iron 123rd year of Ascendancy at 12:06 see stats
By shadow clone jutsu the Drem Stone Warden level 31
42nd Stralite 123rd year of Ascendancy at 12:22 see stats
By shadow clone jutsu the Drem Stone Warden level 30
41st Stralite 123rd year of Ascendancy at 13:28 see stats
By shadow clone jutsu the Drem Stone Warden level 32
3rd Voratun 123rd year of Ascendancy at 17:16 see stats
By shadow clone jutsu the Drem Stone Warden level 44
17th Profit 123rd year of Ascendancy at 01:42 see stats
By shadow clone jutsu the Drem Stone Warden level 10
2nd Dearth 122nd year of Ascendancy at 17:53 see stats
By shadow clone jutsu the Drem Stone Warden level 20
25th Shortage 122nd year of Ascendancy at 07:46 see stats
By shadow clone jutsu the Drem Stone Warden level 30
34th Stralite 123rd year of Ascendancy at 09:15 see stats
By shadow clone jutsu the Drem Stone Warden level 40
4th Profit 123rd year of Ascendancy at 13:35 see stats
By shadow clone jutsu the Drem Stone Warden level 50
9th Dearth 123rd year of Ascendancy at 11:35 see stats
By shadow clone jutsu the Drem Stone Warden level 28
30th Gold 123rd year of Ascendancy at 04:30 see stats
By shadow clone jutsu the Drem Stone Warden level 24
18th Steel 123rd year of Ascendancy at 22:10 see stats
By shadow clone jutsu the Drem Stone Warden level 10
35th Dearth 122nd year of Ascendancy at 12:03 see stats
By shadow clone jutsu the Drem Stone Warden level 41
7th Profit 123rd year of Ascendancy at 05:47 see stats
By shadow clone jutsu the Drem Stone Warden level 6
20th Voratun 122nd year of Ascendancy at 02:13 see stats
By shadow clone jutsu the Drem Stone Warden level 28
16th Stralite 123rd year of Ascendancy at 05:22 see stats
By shadow clone jutsu the Drem Stone Warden level 41
8th Profit 123rd year of Ascendancy at 10:57 see stats
By shadow clone jutsu the Drem Stone Warden level 10
4th Dearth 122nd year of Ascendancy at 23:33 see stats
By shadow clone jutsu the Drem Stone Warden level 26
11st Gold 123rd year of Ascendancy at 15:35 see stats
By shadow clone jutsu the Drem Stone Warden level 45
36th Profit 123rd year of Ascendancy at 00:51 see stats
By shadow clone jutsu the Drem Stone Warden level 28
15th Stralite 123rd year of Ascendancy at 22:26 see stats
By shadow clone jutsu the Drem Stone Warden level 23
28th Iron 123rd year of Ascendancy at 08:40 see stats
By shadow clone jutsu the Drem Stone Warden level 17
6th Shortage 122nd year of Ascendancy at 04:48 see stats
By shadow clone jutsu the Drem Stone Warden level 22
25th Iron 123rd year of Ascendancy at 20:54 see stats
By shadow clone jutsu the Drem Stone Warden level 37
30th Voratun 123rd year of Ascendancy at 07:44 see stats
Log
Burning from Vor, Grand Geomancer of the Pride hits shadow clone jutsu for (84 stormshielded), 0 fire (0 total damage).
Shadow clone jutsu slows down.
Shadow clone jutsu's storm dissipates.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits shadow clone jutsu for (82 flat reduction), (129 stormshielded), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits shadow clone jutsu for (82 flat reduction), (51 stormshielded), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride casts Rune: Shielding.
A shield forms around Vor, Grand Geomancer of the Pride.
Vor, Grand Geomancer of the Pride casts Cleansing Flames.
Vor, Grand Geomancer of the Pride is free from the stone vine.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (15 absorbed), 0 fire (0 total damage).
Stone Vine from Shadow clone jutsu hits Vor, Grand Geomancer of the Pride for (28 absorbed), 0 nature, (9 absorbed), 0 arcane (0 total damage).
Vor, Grand Geomancer of the Pride is seized by a stone vine.
The protective shield of Shadow clone jutsu disappears.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits shadow clone jutsu for (82 flat reduction), 35 fire (35 total damage).
Burning from Vor, Grand Geomancer of the Pride hits shadow clone jutsu for 59 fire damage.
Vor, Grand Geomancer of the Pride casts Fireflash.
Vor, Grand Geomancer of the Pride is free from the stone vine.
Vor, Grand Geomancer of the Pride calms down.
Vor, Grand Geomancer of the Pride stops surging mana.
Vor, Grand Geomancer of the Pride casts Flame.
Shadow clone jutsu casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (15 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride hits shadow clone jutsu for 387 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits shadow clone jutsu for 891 fire damage.
Stone Vine from Shadow clone jutsu hits Vor, Grand Geomancer of the Pride for (32 absorbed), 0 nature, (11 absorbed), 0 arcane (0 total damage).
shadow clone jutsu the level 50 drem stone warden was burnt to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.