Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Ashes of Urh'Rok 1.2.4Official 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:
Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. magebow class v18 1.3.1Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. No Item Decay 1.3.1 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Enchanter |
Level / Exp | 50 / 1055% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 57 (base 16) |
Dexterity | 59 (base 15) |
Constitution | 98 (base 60) |
Magic | 148 (base 65) |
Willpower | 107 (base 47) |
Cunning | 94 (base 47) |
Resources
Mana | 872/872 |
Equilibrium | 0 |
Vim | 130/266 |
Life | 1128/1128 |
Positive | 0/197 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
Offense: Mainhand
Damage | 141 |
Accuracy | 93 |
Crit Chance | 68% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93.4 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 60.625 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
All | +75% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 44.05 |
Ranged Defense | 60.593732068566 |
Fatigue | 3 |
Physical Save | 57 |
Spell Save | 55.166666666667 |
Mental Save | 48.033333333333 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 29% |
Bleed Resistance | 25% |
Confusion Resistance | 30% |
Disarm Resistance | 26% |
Stun Resistance | 99% |
Poison Resistance | 25% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 840 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1415% for 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Disenchantment | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Advanced martial enchantments | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Arcane enchantments | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Inanimation | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Ordered hedgemagic | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Martial enchantments | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Mana alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Fire Shield |
talent | Shield Guardian |
talent | Fiery Hands |
talent | Shock Hands |
talent | Battlesurge |
talent | Shielding |
talent | Elemental Discord |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried wilder to the recall portal on level 2 of Scintillating Caves. Escort: worried wilder (level 2 of Scintillating Caves)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 411. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 Maj'Eyal 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
Psionic focus | coruscating voratun shield of radiance (12 def, 3 armour, 194 block) coruscating voratun shield of radiance (12 def, 3 armour, 194 block)Requires: - Strength 25 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Powered by arcane forces Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +39 (+9 eff.) Fatigue: +3% Effects when hit in melee: * 22% chance to blind Damage when hit (Melee): 13 fire Changes stats: +3 Str / +5 Mag / +4 Con Changes resistances: +14% light / +17% fire Reduce damage by fixed amount: +5 all Talent granted: +5 Block Physical save: +13 (+4 eff.) Handheld deflection devices. |
Quiver | 40 alchemist bloodstone 40 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. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 86.65 cold damage and 91.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | eldritch elven-silk wizard hat of arcana (3 def, 0 armour) eldritch elven-silk wizard hat of arcana (3 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Dex / +10 Mag / +10 Wil / +5 Cun / +5 Con Mana each turn: +1.40 Mana when hit: +2.30 Maximum mana: +96.00 Spellpower: +12 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On feet | blightbringer's pair of voratun boots of phasing (0 def, 5 armour) blightbringer's pair of voratun boots of phasing (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% Changes stats: +12 Mag / +4 Wil Changes damage: +10% acid / +9% blight Physical save: +14 (+4 eff.) Disease immunity: +34% Knockback immunity: +28% Spellpower: +9 (+1 eff.) It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | Ring of the Archlich Ring of the Archlich Requires: Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | conjurer's stralite ring of clarity conjurer's stralite ring of clarity Requires: Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +11 Mag / +9 Wil / +5 Cun / +5 Con Mental save: +8 (+2 eff.) Confusion immunity: +30% Spellpower: +9 (+1 eff.) Rings can have magical properties. |
Around neck | archmage's stralite amulet of perfection (0.30 Spell / Enhancement,0.30 Spell / Martial enchantments) archmage's stralite amulet of perfection (0.30 Spell / Enhancement,0.30 Spell / Martial enchantments) Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +9 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +6% acid / +6% fire / +5% lightning / +5% cold Talent masteries: +0.30 Spell / Enhancement +0.30 Spell / Martial enchantments Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
In main hand | surging yew starstaff of invocation (20-24 power, 4 apr, physical element) surging yew starstaff of invocation (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +31 Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +16 (+3 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 248.15 - 297.78 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming voratun gauntlets of archery (0 def, 3 armour) spellstreaming voratun gauntlets of archery (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +10 Armour: +3 Changes stats: +6 Cun / +3 Dex Physical save: +13 (+4 eff.) Disarm immunity: +26% Mana each turn: +0.31 Spellpower: +11 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Adodhetta Adodhetta Requires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Str / +5 Dex / +5 Mag / +7 Wil / +5 Cun / +5 Con Stealth bonus: +8 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% A belt that goes around your waist. |
Cloak | enveloping elven-silk cloak of conjuring (17 def, 0 armour) enveloping elven-silk cloak of conjuring (17 def, 0 armour)Requires: Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+5 eff.) Changes resistances penetration: +11% arcane Changes damage: +11% arcane Critical mult.: +24.00% Physical save: +11 (+3 eff.) Spell save: +2 (+0 eff.) Maximum mana: +88.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing elven-silk robe of Angolwen (5 def, 0 armour) focusing elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +9 Mag / +8 Wil Silence immunity: +28% Mana each turn: +0.24 Psi each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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! Most of them function better with a high Magic score. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 36 power out of 40/40) : Effective talent level: 1.6 Power cost: 36 out of 40/40. 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 273 (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. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 446 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Phoenixquell PhoenixquellCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +3% fire Changes resistances penetration: +10% blight Changes damage: +6% fire Talent masteries: +0.22 Spell / Ordered hedgemagic +0.22 Spell / Enhancement Amulets can have magical properties. |
Raventreason the copper amulet Raventreason the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Critical mult.: +12.00% Amulets can have magical properties. |
Runedir the gold amulet Runedir the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 20 acid Changes damage: +6% acid Life regen: +2.00 Amulets can have magical properties. |
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 (+1 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... |
archmage's voratun amulet of dexterity (+5) archmage's voratun amulet of dexterity (+5)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
archmage's voratun amulet of murder archmage's voratun amulet of murder Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Changes stats: +4 Mag Changes resistances: +5% all Changes damage: +6% acid / +7% fire / +5% cold / +7% lightning Critical mult.: +15.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
clarifying copper amulet of cunning (+2) clarifying copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% mind Confusion immunity: +23% Amulets can have magical properties. |
clarifying voratun amulet of murder clarifying voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes resistances: +22% mind Critical mult.: +15.00% Confusion immunity: +44% Amulets can have magical properties. |
enraging stralite amulet of murder enraging stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes damage: +7% physical Critical mult.: +16.00% Combat speed: +10% Amulets can have magical properties. |
enraging voratun amulet of murder enraging voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes damage: +8% physical Critical mult.: +11.00% Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Charhunger' gold amulet 'Charhunger'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +15% mind Changes resistances penetration: +5% mind Changes damage: +6% mind / +3% fire Physical save: +15 (+4 eff.) Spell save: +19 (+5 eff.) Mental save: +16 (+5 eff.) Amulets can have magical properties. |
gold amulet 'Scumkin' gold amulet 'Scumkin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% lightning / +3% nature Changes resistances penetration: +20% nature Stun/Freeze immunity: +28% Amulets can have magical properties. |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
grounding voratun amulet of manastreaming grounding voratun amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +18% lightning Stun/Freeze immunity: +40% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +45.00 Amulets can have magical properties. |
insulating steel amulet of strength (+4) insulating steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% fire / +15% cold Amulets can have magical properties. |
insulating voratun amulet of vision insulating voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% fire / +21% cold Blindness immunity: +26% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
mindweaver's stralite amulet of strength (+2) mindweaver's stralite amulet of strength (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +3 Wil Mental save: +5 (+1 eff.) Confusion immunity: +18% Mindpower: +11 (+2 eff.) Amulets can have magical properties. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +14.00% Physical save: +13 (+4 eff.) Amulets can have magical properties. |
restful copper amulet of healing restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.10 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful voratun amulet of soulsearing restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes damage: +15% blight / +9% fire Critical mult.: +16.00% Life regen: +2.90 Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Amulets can have magical properties. |
serendipitous gold amulet of perfection (0.21 Technique / Staff combat,0.21 Cunning / Survival) serendipitous gold amulet of perfection (0.21 Technique / Staff combat,0.21 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Defense: +7 (+2 eff.) Changes stats: +9 Lck Talent masteries: +0.21 Technique / Staff combat +0.21 Cunning / Survival Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
serendipitous stralite amulet of perfection (0.25 Spell / Martial enchantments,0.25 Corruption / Hexes) serendipitous stralite amulet of perfection (0.25 Spell / Martial enchantments,0.25 Corruption / Hexes)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+0 eff.) Defense: +9 (+3 eff.) Changes stats: +13 Lck Talent masteries: +0.25 Spell / Martial enchantments +0.25 Corruption / Hexes Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
stabilizing stralite amulet of perfection (0.22 Spell / Enhancement,0.22 Spell / Staff magic) stabilizing stralite amulet of perfection (0.22 Spell / Enhancement,0.22 Spell / Staff magic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% temporal Talent masteries: +0.22 Spell / Enhancement +0.22 Spell / Staff magic Pinning immunity: +28% Knockback immunity: +20% Amulets can have magical properties. |
stabilizing voratun amulet of cunning (+8) stabilizing voratun amulet of cunning (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +22% temporal Pinning immunity: +45% Knockback immunity: +44% Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +14% darkness Blindness immunity: +23% Amulets can have magical properties. |
stralite amulet of soulsearing stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +13% blight / +9% fire Critical mult.: +11.00% Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
vitalizing voratun amulet of soulsearing vitalizing voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes damage: +11% blight / +8% fire Critical mult.: +14.00% Physical save: +15 (+4 eff.) Life regen: +2.50 Maximum life: +73.00 Spellpower: +12 (+2 eff.) Amulets can have magical properties. |
voratun amulet 'Gilelaith' voratun amulet 'Gilelaith'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +4 Mag / +5 Cun / +7 Con Changes resistances penetration: +5% blight / +15% temporal Changes damage: +7% darkness / +14% temporal / +6% light / +14% physical Life regen: +1.00 Stamina each turn: +1.50 Spellpower: +4 (+0 eff.) Spell crit. chance: +6% Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Runurokath' voratun amulet 'Runurokath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Mag / +1 Cun / +3 Con Changes damage: +6% temporal / +8% physical See invisible: +3 Combat speed: +10% Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +9% blight / +6% fire Critical mult.: +20.00% Spellpower: +9 (+1 eff.) Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +5% blight / +11% fire Critical mult.: +14.00% Spellpower: +11 (+2 eff.) Amulets can have magical properties. |
voratun amulet of strength (+6) voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Amulets can have magical properties. |
voratun amulet of vision voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +40% Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
wanderer's stralite amulet of constitution (+7) wanderer's stralite amulet of constitution (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +6 Cun / +8 Con Life regen: +0.70 Stamina each turn: +1.20 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +6 Cun / +7 Con Blindness immunity: +22% Life regen: +0.90 Stamina each turn: +0.80 Infravision radius: +6 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
warmaker's voratun amulet of strength (+14) warmaker's voratun amulet of strength (+14)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +14 Str / +7 Dex / +7 Wil Amulets can have magical properties. |
warrior's copper amulet of cunning (+3) warrior's 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: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
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, costing 9 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. |
Blazewreath BlazewreathInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% light Changes resistances penetration: +10% fire Changes damage: +3% fire Mental save: +10 (+3 eff.) Confusion immunity: +28% Light radius: +2 Rings can have magical properties. |
Branudunamnir the stralite ring Branudunamnir the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Con Changes resistances: +6% mind Spell save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Maximum stamina: +19.00 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Cloudtorrent CloudtorrentInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Wil Changes resistances: +5% arcane / +3% temporal Mental save: +12 (+4 eff.) Disease immunity: +20% Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 214.17 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hyhor the Blazereign Hyhor the BlazereignCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Con / +4 Mag Reduces incoming crit damage: 10.00% Physical save: +18 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +18 (+6 eff.) Light radius: +3 Rings can have magical properties. |
Malasin the Ravenstreaker Malasin the RavenstreakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +4 Mag / +9 Cun / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +20% darkness Spellpower: +8 (+1 eff.) Rings can have magical properties. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Skywing the stralite ring Skywing the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 fire Changes resistances: +6% lightning / +50% fire Changes damage: +12% lightning / +16% fire Rings can have magical properties. |
Urthonik the voratun ring Urthonik the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Damage when hit (Melee): 16 mind Changes stats: +10 Cun Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +10% mind Rings can have magical properties. |
conjurer's stralite ring of blinding strikes conjurer's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +4 Mag / +5 Wil Spellpower: +5 (+1 eff.) Rings can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
gladiator's steel ring of misery gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +5 Str / +1 Cun / +5 Con 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 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
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: +9 (+0 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +7 Con Life regen: +0.60 Maximum life: +40.00 Healing mod.: +21% Rings can have magical properties. |
gladiator's voratun ring of corrosion (+30%) gladiator's voratun ring of corrosion (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +8 Str / +5 Con Changes resistances: +30% acid Changes damage: +15% acid Rings can have magical properties. |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +12 Physical power: +10 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +10 Str / +7 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring 'Shinepall' gold ring 'Shinepall'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% light Mental save: +10 (+3 eff.) Confusion immunity: +34% Pinning immunity: +5% Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +26% Infravision radius: +3 See stealth: +10 See invisible: +9 Rings can have magical properties. |
marksman's gold ring of frost (+20%) marksman's gold ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Changes stats: +4 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +28% Life regen: +0.80 Rings can have magical properties. |
marksman's voratun ring of life marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Changes stats: +5 Dex Life regen: +1.00 Maximum life: +70.00 Healing mod.: +16% Rings can have magical properties. |
mule's gold ring of sensing mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +26 Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings can have magical properties. |
mule's steel ring of clarity mule's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +24 Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
mule's steel ring of misery mule's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun Maximum encumbrance: +22 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Fatigue: -6% Maximum encumbrance: +22 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
mule's stralite ring of power mule's stralite ring of power Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -5% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Maximum encumbrance: +20 Spellpower: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
pixie's stralite ring of tenacity pixie's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Mag Disarm immunity: +37% Pinning immunity: +40% Knockback immunity: +40% Maximum life: +24.00 Spellpower: +9 (+1 eff.) Rings can have magical properties. |
psionicist's stralite ring of blinding strikes psionicist's stralite ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 16% chance to blind Changes stats: +6 Wil Mental save: +12 (+4 eff.) Rings can have magical properties. |
psionicist's stralite ring of life psionicist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Life regen: +1.10 Maximum life: +58.00 Healing mod.: +10% Rings can have magical properties. |
psionicist's stralite ring of tenacity psionicist's stralite ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+4 eff.) Disarm immunity: +36% Pinning immunity: +32% Knockback immunity: +28% Maximum life: +38.00 Rings can have magical properties. |
psionicist's voratun ring of misery psionicist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +1 Cun / +3 Wil Mental save: +6 (+2 eff.) 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 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
rogue's steel ring of sensing rogue's steel ring of sensing Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +5% all Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings can have magical properties. |
savage's voratun ring of pilfering savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+0 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +3 Con Spell save: +15 (+4 eff.) Maximum stamina: +30.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's stralite ring of fire (+24%) savior's stralite ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Rings can have magical properties. |
savior's voratun ring of misery savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Physical save: +15 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Changes stats: +4 Cun / +4 Dex Rings can have magical properties. |
sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+0 eff.) Changes stats: +6 Cun / +5 Dex Rings can have magical properties. |
sneakthief's voratun ring of blinding strikes sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 22% chance to blind Changes stats: +5 Cun / +7 Dex Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+0 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +1.70 Maximum life: +88.00 Healing mod.: +27% Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Wil Mindpower: +10 (+2 eff.) Rings can have magical properties. |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +22% acid / +20% fire / +21% lightning / +24% cold Mindpower: +9 (+2 eff.) Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +1.20 Rings can have magical properties. |
stralite ring of warding stralite ring of warding Requires: Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +20% acid / +23% fire / +22% lightning / +22% cold Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +2.00 Rings can have magical properties. |
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 can have magical properties. |
titan's voratun ring of speed titan's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+0 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Con Physical save: +20 (+5 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +15% Disease immunity: +18% Rings can have magical properties. |
treant's stralite ring treant's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +19% Disease immunity: +16% Rings can have magical properties. |
voratun ring 'Liseda' voratun ring 'Liseda'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +26 (+5 eff.) Armour: +20 Damage when hit (Melee): 8 mind Changes stats: +27 Str / +3 Wil / +19 Con Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Rings can have magical properties. |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+0 eff.) Armour penetration: +15 Defense: +13 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's stralite ring of life warrior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +1.20 Maximum life: +61.00 Healing mod.: +13% Rings can have magical properties. |
warrior's voratun ring warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
wizard's gold ring of perseverance wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +2.50 Rings can have magical properties. |
wizard's stralite ring of light (+26%) wizard's stralite ring of light (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +26% light Changes damage: +13% light Spell save: +14 (+4 eff.) Rings can have magical properties. |
Heaven's Glint (36-46.8 power, 10 apr) Heaven's Glint (36-46.8 power, 10 apr)Requires: - Magic 36 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 55% Mag, 35% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +25 Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% Damage (Melee): +20 cold / +16 nature Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 (+4 eff.) Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). It can be used to activate talent Circle of Blazing Light (costing 36 power out of 50/50) : Effective talent level: 4.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 4 each turn, and deals 24.72 light damage and 26.72 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 71% Mag, 35% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +25 Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% Damage (Melee): +16 nature When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 34.54 acid and 33.28 blight damage. If not cleared after five turns it will inflict 451.25 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 0 Powered by arcane forces Infused by nature Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +25 Armour Penetration: +20 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Damage (Melee): +16 fire When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Emelewyn the Bilenight (65-104 power, 4 apr) Emelewyn the Bilenight (65-104 power, 4 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Accuracy: +44 Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 42% chance to cause random gloom Damage (Melee): +35 mind When wielded/worn: Changes stats: +9 Cun / +10 Wil Changes resistances: +6% nature Changes resistances penetration: +15% temporal Changes damage: +6% temporal Massive two-handed swords. |
Erelorin the voratun greatsword (64-102.4 power, 4 apr) Erelorin the voratun greatsword (64-102.4 power, 4 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +44 Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 temporal / +27 nature / +8 mind When wielded/worn: Changes resistances: +9% lightning / +6% temporal / +6% mind / +27% all Changes resistances penetration: +42% nature Mental save: +26 (+8 eff.) Poison immunity: +10% Massive two-handed swords. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 0 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 25% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Damage Shield penetration (this weapon only): +30% Lifesteal (this weapon only): +5% Damage (Melee): +15 lightning Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 3 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 20% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 104.78 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice / +20 fire When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: None It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 27 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
elemental voratun longsword of evisceration (43.5-60.9 power, 6 apr) elemental voratun longsword of evisceration (43.5-60.9 power, 6 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Changes resistances penetration: +15% acid / +14% fire / +12% lightning / +12% cold Sharp, long, and deadly. |
Entropy (50-70 power, 10 apr) Entropy (50-70 power, 10 apr)Requires: - Strength 10 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 50.0 - 70.0 Uses stats: 20% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% When this weapon hits: Sunder Armour (10% chance level 4). Damage (Melee): +40 blight freeze / +20 fire Burst (radius 2) on crit: +40 vim draining blight When wielded/worn: Changes damage: +25% blight / +25% cold (Blight Freeze does Blight damage and freezes the target.) While it shouldn't be possible, the metal part of this mace looks wilted and sick somehow. |
combusting voratun ritual blade of lifedrinking (28-36.4 power, 9 apr) combusting voratun ritual blade of lifedrinking (28-36.4 power, 9 apr)Requires: - Magic 38 - Dexterity 6 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 5 Base power: 28.0 - 36.4 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +25 Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * ignites the target, causing fire damage equal to your spellpower per turn for 4 turns When wielded/worn: Changes resistances penetration: +14% fire Vim when firing critical spell: +4.00 Spell crit. chance: +10% Life leech chance: +9% Life leech: +9% Talent on hit(spell): Flame (10% chance level 3). Sharp, short and deadly. |
diseased steel ritual blade of lifedrinking (9-11.7 power, 6 apr) diseased steel ritual blade of lifedrinking (9-11.7 power, 6 apr)Requires: - Magic 14 - Dexterity 0 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 2 Base power: 9.0 - 11.7 Uses stats: 61% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% On weapon crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns Damage (Melee): +16 nature When wielded/worn: Changes resistances penetration: +10% blight Vim when firing critical spell: +2.00 Spell crit. chance: +4% Life leech chance: +6% Life leech: +5% Talent on hit(spell): Soul Rot (10% chance level 1). Sharp, short and deadly. |
envenomed stralite ritual blade of the void (17.5-22.75 power, 9 apr) envenomed stralite ritual blade of the void (17.5-22.75 power, 9 apr)Requires: - Magic 28 - Dexterity 0 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 17.5 - 22.8 Uses stats: 61% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * poisons the target, causing nature damage equal to half you spellpower per turn and reducing their damage by half your spellpower percent, for 4 turns Damage (Melee): +16 fire When wielded/worn: Changes resistances: +10% cold / +8% temporal Changes resistances penetration: +15% nature Spell crit. chance: +8% Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +27% Talent on hit(spell): Ooze Spit (10% chance level 2). Sharp, short and deadly. |
illusionary voratun ritual blade of lifedrinking (22.5-29.25 power, 9 apr) illusionary voratun ritual blade of lifedrinking (22.5-29.25 power, 9 apr)Requires: - Magic 38 - Dexterity 7 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 5 Base power: 22.5 - 29.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * confuses the target with your spellpower as confusion strength for 4 turns When wielded/worn: Changes resistances penetration: +12% mind Vim when firing critical spell: +4.00 Spell crit. chance: +10% Life leech chance: +11% Life leech: +8% Talent on hit(spell): Mind Sear (10% chance level 3). Sharp, short and deadly. |
shocking voratun ritual blade of massacre (30-39 power, 9 apr) shocking voratun ritual blade of massacre (30-39 power, 9 apr)Requires: - Magic 38 - Dexterity 6 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / ritual blade ; tier 5 Base power: 30.0 - 39.0 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +25 Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * stuns the target for 4 turns When wielded/worn: Changes resistances penetration: +13% lightning Spell crit. chance: +10% Talent on hit(spell): Lightning (10% chance level 4). Sharp, short and deadly. |
Frozen Light (8-11.2 power, 10 apr) Frozen Light (8-11.2 power, 10 apr)Requires: - Magic 12 Powered by arcane forces Enchantment: Weapon 0.00 Encumbrance. [Unique] Type: weapon / spear ; tier 1 Base power: 8.0 - 11.2 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy bonus: +1.0% blind chance / acc Accuracy: +30 Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% light / 50% temporal Thrust Range: 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +15% light / +15% temporal Spellpower: +6 (+1 eff.) This appears to be a long beam of light, frozen in time. It is rapidly expanding and contracting, as if trying to escape. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces Enchantment: Weapon 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +62 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 180 power out of 67/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
short dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element) short dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +24 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +14 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Duskwitch the stralite swordbreaker (18.5-24.05 power, 5 apr) Duskwitch the stralite swordbreaker (18.5-24.05 power, 5 apr)Requires: - Dexterity 4 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 4 Base power: 18.5 - 24.1 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.0% disarm chance / acc Accuracy: +21 Armour Penetration: +5 Physical crit. chance: +11.5% Attack speed: 100% On weapon crit: * gain a damage shield (scaled with spellpower) Damage (Melee): +4 darkness / +14 fire When wielded/worn: Defense: +8 (+2 eff.) Changes resistances penetration: +15% darkness Vim when firing critical spell: +3.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% A small blade with many notches along its edge. |
elemental voratun swordbreaker of crippling (25.5-33.15 power, 6 apr) elemental voratun swordbreaker of crippling (25.5-33.15 power, 6 apr)Requires: - Dexterity 18 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 5 Base power: 25.5 - 33.1 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.0% disarm chance / acc Accuracy: +21 Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +14 fire When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+3 eff.) Changes resistances penetration: +8% acid / +7% fire / +10% lightning / +7% cold A small blade with many notches along its edge. |
elemental voratun swordbreaker of shielding (24-31.2 power, 6 apr) elemental voratun swordbreaker of shielding (24-31.2 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 5 Base power: 24.0 - 31.2 Uses stats: 40% Dex, 50% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.0% disarm chance / acc Accuracy: +22 Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * gain a damage shield (scaled with spellpower) When wielded/worn: Defense: +10 (+3 eff.) Changes resistances penetration: +10% acid / +10% fire / +10% lightning / +9% cold A small blade with many notches along its edge. |
Branahir Branahir Requires: Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour: +15 Defense: +6 (+2 eff.) Fatigue: -4% Changes stats: +7 Str / +8 Dex / +5 Mag / +5 Wil / +12 Cun / +7 Con / +10 Lck Changes resistances: +10% acid / +3% physical / +9% fire / +10% cold / +10% lightning Trap disarming bonus: +23 Stealth bonus: +13 Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Spellpower: +12 (+2 eff.) Infravision radius: +6 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
Mighty Girdle Mighty GirdleRequires: Powered by arcane forces Crafted by a master Enchantment: Light Armour 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Maximum encumbrance: +70 Spell save: +3 (+1 eff.) Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
reinforced voratun buckler of patience reinforced voratun buckler of patienceRequires: - Dexterity 6 - Strength 6 Alternately Requires: - Dexterity 38 - Cunning 38 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: armor / buckler ; tier 5 When wielded/worn: Physical crit. chance: +7.5% Armour: +9 Defense: +12 (+4 eff.) Fatigue: +7% Damage when hit (Melee): 20 temporal Changes resistances: +17% temporal Talent granted: +5 Guard It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (598) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Small handheld shield used for deflecting blows and misdirecting opponents. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Str / +5 Dex / +10 Mag / +9 Wil / +8 Cun / +5 Con Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Belanne the Morningripper (13 def, 5 armour) Belanne the Morningripper (13 def, 5 armour)Requires: Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 12 light Changes stats: +3 Mag / +3 Wil Changes resistances: +3% acid / +6% light Changes damage: +6% light Spell save: +3 (+1 eff.) Silence immunity: +47% Confusion immunity: +42% Stun/Freeze immunity: +39% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Rhuhad the voratun gauntlets (0 def, 3 armour) Rhuhad the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to disease Damage (Melee): 19 arcane Damage when hit (Melee): 4 blight Changes stats: +10 Mag / +10 Wil Changes resistances: +6% blight / +10% arcane / +12% mind Physical save: +14 (+4 eff.) Disarm immunity: +28% It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +0% Changes stats: +7 Str / +5 Dex / +9 Mag / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.20 Race / Doomelf Physical save: +14 (+4 eff.) Silence immunity: +30% Stun/Freeze immunity: +28% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 134.63 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
hardened voratun plate armour of command (17 def, 29 armour) hardened voratun plate armour of command (17 def, 29 armour)Requires: - Strength 36 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +17 (+5 eff.) Fatigue: +14% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +8 Cun / +5 Con Changes resistances: +9% acid / +8% physical / +11% fire / +9% cold / +7% lightning Reduce damage by fixed amount: +14 all Physical save: +14 (+4 eff.) Mental save: +21 (+7 eff.) A suit of armour made of metal plates. |
Searpanic (10 def, 2 armour, 140.5 block) Searpanic (10 def, 2 armour, 140.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +38 (+9 eff.) Fatigue: +2% Effects when hit in melee: * 14% chance to corrode armour Damage when hit (Melee): 8 temporal Changes stats: +3 Con Changes resistances: +17% acid / +9% light / +20% cold / +6% fire / +9% darkness Reduce damage by fixed amount: +0 all Changes damage: +12% fire Talent granted: +4 Block Physical save: +14 (+4 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 19 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +34 (+8 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Physical save: +12 (+3 eff.) Spell save: +20 (+6 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
warded stralite shield of patience (10 def, 2 armour, 138 block) warded stralite shield of patience (10 def, 2 armour, 138 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Powered by arcane forces Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +38 (+9 eff.) Fatigue: +2% Damage when hit (Melee): 15 temporal Changes resistances: +17% temporal Reduce damage by fixed amount: +0 all Maximum wards: +5 lightning / +3 temporal / +5 blight / +3 fire / +5 cold Talents granted: +1 Ward +4 Block Physical save: +14 (+4 eff.) It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (598) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
32 agate 32 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
351 alchemist agate 351 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. |
66 onyx 66 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
69 aquamarine 69 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
64 lapis lazuli 64 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
54 opal 54 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
75 sapphire 75 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
65 topaz 65 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Haneblek (dig speed 27 turns) Haneblek (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +4 Con Changes damage: +3% mind Reduces incoming crit damage: 10.00% Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +10% blight Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +10 Con Changes resistances: +10% blight Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% When used as a pommel gem: Talent on hit: 10% chance to cast Slime Spit level 5. A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
84 emerald 84 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
63 jade 63 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
29 spinel 29 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
89 turquoise 89 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
Darkwreath DarkwreathPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% darkness / +3% fire Changes resistances penetration: +15% darkness Changes damage: +11% light Damage affinity(heal): +5% light Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +20 (+6 eff.) Knockback immunity: +15% Teleport immunity: +5% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 123.73 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 505.35 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 5. Dull red runes are etched all over this blackened skull. |
86 bloodstone 86 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
82 fire opal 82 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
58 garnet 58 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
61 ruby 61 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1392.93 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
57 amethyst 57 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
Toxinrock the yew wand of clairvoyance [power 13] (6 cooldown) Toxinrock the yew wand of clairvoyance [power 13] (6 cooldown)Requires: Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances penetration: +5% nature Changes damage: +9% nature Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
36 diamond 36 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
79 moonstone 79 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
97 pearl 97 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
68 quartz 68 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
67 amber 67 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
27 ametrine 27 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
22 citrine 22 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
25 zircon 25 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Zhrets Kuznets the Shalore Enchanter level 36
5th Dusk 126th year of Ascendancy at 18:00 see stats
By Zhrets Kuznets the Shalore Enchanter level 43
14th Pyre 127th year of Ascendancy at 22:33 see stats
By Zhrets Kuznets the Shalore Enchanter level 35
4th Dusk 126th year of Ascendancy at 00:16 see stats
By Zhrets Kuznets the Shalore Enchanter level 21
3rd Allure 125th year of Ascendancy at 23:04 see stats
By Zhrets Kuznets the Shalore Enchanter level 38
62nd Dusk 126th year of Ascendancy at 08:54 see stats
By Zhrets Kuznets the Shalore Enchanter level 47
6th Flare 127th year of Ascendancy at 19:49 see stats
By Zhrets Kuznets the Shalore Enchanter level 23
41st Pyre 125th year of Ascendancy at 11:16 see stats
By Zhrets Kuznets the Shalore Enchanter level 50
60th Haze 127th year of Ascendancy at 06:10 see stats
By Zhrets Kuznets the Shalore Enchanter level 38
55th Dusk 126th year of Ascendancy at 00:56 see stats
By Zhrets Kuznets the Shalore Enchanter level 23
73rd Regrowth 125th year of Ascendancy at 11:40 see stats
By Zhrets Kuznets the Shalore Enchanter level 29
47th Dusk 125th year of Ascendancy at 04:43 see stats
By Zhrets Kuznets the Shalore Enchanter level 40
6th Allure 127th year of Ascendancy at 04:09 see stats
By Zhrets Kuznets the Shalore Enchanter level 13
54th Regrowth 123rd year of Ascendancy at 03:23 see stats
By Zhrets Kuznets the Shalore Enchanter level 39
9th Haze 126th year of Ascendancy at 17:45 see stats
By Zhrets Kuznets the Shalore Enchanter level 37
42nd Dusk 126th year of Ascendancy at 20:58 see stats
By Zhrets Kuznets the Shalore Enchanter level 30
34th Haze 125th year of Ascendancy at 05:32 see stats
By Zhrets Kuznets the Shalore Enchanter level 18
16th Dusk 124th year of Ascendancy at 22:58 see stats
By Zhrets Kuznets the Shalore Enchanter level 50
3rd Allure 128th year of Ascendancy at 16:45 see stats
By Zhrets Kuznets the Shalore Enchanter level 15
26th Pyre 123rd year of Ascendancy at 04:38 see stats
By Zhrets Kuznets the Shalore Enchanter level 24
60th Pyre 125th year of Ascendancy at 09:38 see stats
By Zhrets Kuznets the Shalore Enchanter level 40
11st Regrowth 127th year of Ascendancy at 04:17 see stats
By Zhrets Kuznets the Shalore Enchanter level 46
75th Pyre 127th year of Ascendancy at 12:43 see stats
By Zhrets Kuznets the Shalore Enchanter level 39
9th Haze 126th year of Ascendancy at 21:01 see stats
By Zhrets Kuznets the Shalore Enchanter level 41
61st Regrowth 127th year of Ascendancy at 00:18 see stats
By Zhrets Kuznets the Shalore Enchanter level 36
34th Dusk 126th year of Ascendancy at 22:27 see stats
By Zhrets Kuznets the Shalore Enchanter level 15
17th Pyre 123rd year of Ascendancy at 10:04 see stats
By Zhrets Kuznets the Shalore Enchanter level 48
8th Flare 127th year of Ascendancy at 00:43 see stats
By Zhrets Kuznets the Shalore Enchanter level 10
73rd Haze 122nd year of Ascendancy at 06:08 see stats
By Zhrets Kuznets the Shalore Enchanter level 20
65th Dusk 124th year of Ascendancy at 22:19 see stats
By Zhrets Kuznets the Shalore Enchanter level 30
4th Haze 125th year of Ascendancy at 16:29 see stats
By Zhrets Kuznets the Shalore Enchanter level 40
9th Haze 126th year of Ascendancy at 21:01 see stats
By Zhrets Kuznets the Shalore Enchanter level 50
64th Dusk 127th year of Ascendancy at 13:46 see stats
By Zhrets Kuznets the Shalore Enchanter level 33
36th Pyre 126th year of Ascendancy at 07:17 see stats
By Zhrets Kuznets the Shalore Enchanter level 29
72nd Dusk 125th year of Ascendancy at 20:59 see stats
By Zhrets Kuznets the Shalore Enchanter level 46
60th Pyre 127th year of Ascendancy at 02:10 see stats
By Zhrets Kuznets the Shalore Enchanter level 46
2nd Summertide 127th year of Ascendancy at 22:12 see stats
By Zhrets Kuznets the Shalore Enchanter level 16
78th Regrowth 124th year of Ascendancy at 00:10 see stats
By Zhrets Kuznets the Shalore Enchanter level 26
79th Pyre 125th year of Ascendancy at 11:30 see stats
By Zhrets Kuznets the Shalore Enchanter level 18
44th Dusk 124th year of Ascendancy at 14:15 see stats
By Zhrets Kuznets the Shalore Enchanter level 36
31st Dusk 126th year of Ascendancy at 23:44 see stats
By Zhrets Kuznets the Shalore Enchanter level 43
13rd Pyre 127th year of Ascendancy at 23:02 see stats
By Zhrets Kuznets the Shalore Enchanter level 32
15th Pyre 126th year of Ascendancy at 20:46 see stats
By Zhrets Kuznets the Shalore Enchanter level 37
49th Dusk 126th year of Ascendancy at 00:45 see stats
By Zhrets Kuznets the Shalore Enchanter level 50
3rd Allure 128th year of Ascendancy at 16:43 see stats
By Zhrets Kuznets the Shalore Enchanter level 4
2nd Haze 122nd year of Ascendancy at 20:56 see stats
By Zhrets Kuznets the Shalore Enchanter level 46
60th Pyre 127th year of Ascendancy at 09:30 see stats
By Zhrets Kuznets the Shalore Enchanter level 24
52nd Pyre 125th year of Ascendancy at 23:59 see stats
By Zhrets Kuznets the Shalore Enchanter level 50
3rd Allure 128th year of Ascendancy at 16:45 see stats
By Zhrets Kuznets the Shalore Enchanter level 9
67th Haze 122nd year of Ascendancy at 02:46 see stats
By Zhrets Kuznets the Shalore Enchanter level 48
26th Dusk 127th year of Ascendancy at 22:46 see stats
By Zhrets Kuznets the Shalore Enchanter level 24
52nd Pyre 125th year of Ascendancy at 10:12 see stats
By Zhrets Kuznets the Shalore Enchanter level 44
28th Pyre 127th year of Ascendancy at 13:18 see stats
By Zhrets Kuznets the Shalore Enchanter level 27
9th Mirth 125th year of Ascendancy at 13:29 see stats
By Zhrets Kuznets the Shalore Enchanter level 35
3rd Dusk 126th year of Ascendancy at 20:10 see stats
Log
Zhrets Kuznets drops on the floor: blightbringer's pair of drakeskin leather boots of phasing (0 def, 5 armour).
Your blightbringer's pair of drakeskin leather boots of phasing (0 def, 5 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Zhrets Kuznets casts Disenchant Item.
Hotkey page 4 is now displayed.
Hotkey page 5 is now displayed.
Hotkey page 1 is now displayed.
Zhrets Kuznets wears(replacing): focusing elven-silk robe of Angolwen (5 def, 0 armour).
You carry too much--you are encumbered!
Drop some of your items.
Zhrets Kuznets wears(replacing): Adodhetta .
Talent Timeless is ready to use.
Zhrets Kuznets wears(replacing): surging yew starstaff of invocation (20-24 power, 4 apr, physical element).
Resting starts...
Talent Command Staff is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Zhrets Kuznets deactivates Elemental Discord.
Zhrets Kuznets deactivates Shock Hands.
Zhrets Kuznets deactivates Shielding.
Zhrets Kuznets deactivates Battlesurge.
Zhrets Kuznets deactivates Fiery Hands.
Zhrets Kuznets deactivates Shield Guardian.
Zhrets Kuznets deactivates Arcane Fire Shield.