Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! QuickTome: Orb of Communication 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 856% |
| Size | medium |
| Lifes / Deaths | Killed by Rantha the Worm at level 26 on the 22nd Loss 122nd year of Ascendancy at 08:03 0 / 9Killed by Betemina the skeleton assassin at level 29 on the 21st Shortage 122nd year of Ascendancy at 07:13 Killed by Xanolle the orc necromancer at level 48 on the 23rd Profit 123rd year of Ascendancy at 04:41 Killed by Eilinidheyath the greater multi-hued wyrm at level 50 on the 39th Dearth 123rd year of Ascendancy at 17:14 Killed by Hargas the dolleg at level 50 on the 44th Dearth 123rd year of Ascendancy at 16:00 Killed by Lisitha the bandit at level 50 on the 1st Loss 123rd year of Ascendancy at 10:37 Killed by war hound at level 50 on the 5th Loss 123rd year of Ascendancy at 01:01 Killed by Gloraselaith the multi-hued drake at level 50 on the 5th Loss 123rd year of Ascendancy at 11:49 Killed by Gloraselaith the multi-hued drake at level 50 on the 5th Loss 123rd year of Ascendancy at 11:51 |
Primary Stats
| Strength | 136 (base 65) |
| Dexterity | 47 (base 12) |
| Constitution | 31 (base 12) |
| Magic | 84 (base 42) |
| Willpower | 87 (base 36) |
| Cunning | 113 (base 45) |
Resources
| Mana | 719/779 |
| Psi | 217/217 |
| Life | -381/1584 |
| Positive | 197/197 |
| Paradox | 430 |
| Equilibrium | 10 |
| Healing Factor | 1.91 |
| Regeneration | 29.8915 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 60 |
| Crit Chance | 40% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 60 |
| Crit Chance | 39% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 43% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 79 (87.462686567164%) |
| Defense | 0 |
| Ranged Defense | 26 |
| Fatigue | 59 |
| Physical Save | 97 |
| Spell Save | 89 |
| Mental Save | 92 |
Defense: Resistances
| All | + 15%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 44% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
| Silence Resistance | 56% |
| Pinning Resistance | 29% |
| Disarm Resistance | 51% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 42% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 366 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 838% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Absorbs 346 damage from the next blockable attack. Blocking |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Precognition (+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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1723. | 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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed pouch of bone giant dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Airmonster (5 def, 9 armour) Airmonster (5 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Effects on melee hit: * 40% chance to daze Changes resistances: +11% acid / +9% fire / +10% cold / +8% lightning Changes resistances penetration: +5% mind Silence immunity: +27% Confusion immunity: +34% Stun/Freeze immunity: +28% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Lightningking' alchemist's lamp 'Lightningking'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+0 eff.) Damage when hit (Melee): 20 lightning Changes resistances: +3% blight / +6% darkness / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning Physical save: +24 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +11 (+2 eff.) Light radius: +5 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Taintoracle the elven-silk wizard hat (3 def, 3 armour) Taintoracle the elven-silk wizard hat (3 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +14 Wil / +5 Con Changes resistances: +18% mind / +3% nature Changes damage: +3% blight / +15% mind / +3% nature Physical save: +29 (+5 eff.) Mental save: +14 (+3 eff.) Maximum psi: +40.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +7 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.2 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 109.40 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Xerowen the Forestblur (0 def, 1 armour) Xerowen the Forestblur (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Damage when hit (Melee): 4 nature Changes stats: +3 Wil / +4 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Samigen (dig speed 5 turns) Samigen (dig speed 5 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 blight Changes stats: +8 Str / +1 Mag Changes resistances penetration: +10% arcane / +25% physical Changes damage: +9% mind / +14% fire Reduces incoming crit damage: 10.00% Mental save: +15 (+3 eff.) Maximum vim: +50.00 Spell crit. chance: +2% Lowers spell cool-downs by: 10% See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Shockedge the gold ring Shockedge the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 16 bleed Damage when hit (Melee): 12 blight / 8 lightning Changes stats: +6 Cun Changes resistances: +12% acid / +9% blight / +15% fire / +30% lightning / +17% cold Silence immunity: +29% Mana each turn: +0.16 Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| On fingers | voratun ring 'Goresafang' voratun ring 'Goresafang'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 24 blight Changes stats: +20 Cun / +10 Dex Changes resistances: +6% blight / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +12% blight Stun/Freeze immunity: +43% Life regen: +4.80 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | voratun amulet 'Prismkin' voratun amulet 'Prismkin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +7 Defense: +18 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 fire Changes stats: +13 Lck / +10 Cun Changes resistances: +15% mind Changes resistances cap: +7% all Physical save: +24 (+4 eff.) Light radius: +1 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
| In main hand | Zanuhell (12 def, 3 armour, 100% power, 206 block) Zanuhell (12 def, 3 armour, 100% power, 206 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 Damage (Melee): +20 lightning / +20 fire / +20 cold When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 9 cold Effects when hit in melee: * 20% chance to daze * 28% chance to gain 10% of a turn Damage when hit (Melee): 17 ice / 40 fire Changes stats: +6 Str / +6 Dex Changes resistances: +20% lightning / +14% fire / +20% temporal Changes damage: +9% arcane Talent granted: +5 Block Spell save: +18 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Handheld deflection devices. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Poreldawyn (10 def, 2 armour, 100% power, 140.5 block) Poreldawyn (10 def, 2 armour, 100% power, 140.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 Damage (Melee): +26 cold When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom Effects when hit in melee: * 30% chance to cause random gloom Damage when hit (Melee): 18 ice / 16 mind Changes stats: +5 Wil Changes resistances: +6% blight / +23% cold Talent granted: +4 Block Poison immunity: +10% Knockback immunity: +10% Only die when reaching: -20.00 life Maximum life: +72.00 Handheld deflection devices. |
| Cloak | Viperspitter (12 def, 0 armour) Viperspitter (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +10 Defense: +12 (+0 eff.) Damage when hit (Melee): 4 nature / 12 darkness Changes stats: +4 Cun / +6 Dex Changes resistances: +15% lightning / +22% light / +17% blight / +21% fire / +17% nature Changes resistances penetration: +15% darkness Changes damage: +9% nature Stealth bonus: +14 Life regen: +2.10 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Xerivea' (9 def, 16 armour) voratun plate armour 'Xerivea' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+0 eff.) Fatigue: +26% Changes stats: +5 Str / +1 Dex / +1 Mag / +6 Con Changes resistances: +33% lightning / +8% physical / +8% cold / +11% acid / +11% fire Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +31% Life regen: +6.70 Stamina each turn: +2.00 Light radius: +1 A suit of armour made of metal plates. |
Inventory
Elixir of Mysticism Elixir of MysticismInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your magic and willpower by three. A vial of glowing cyan fluid. |
healing infusion of the psychic (heal 243) healing infusion of the psychic (heal 243)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 297) healing infusion of the sneak (heal 297)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the titan (heal 103) healing infusion of the titan (heal 103)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 376) healing infusion of the warrior (heal 376)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 358) healing infusion of the warrior (heal 358)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 358 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 743 over 5 turns) regeneration infusion of the warrior (heal 743 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 743 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 676 over 5 turns) regeneration infusion of the warrior (heal 676 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 762 over 5 turns) regeneration infusion of the warrior (heal 762 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 598 over 5 turns) regeneration infusion of the wizard (heal 598 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 598 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure magical, physical) wild infusion (resist 18%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 27%; cure mental, physical) wild infusion (resist 27%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 21%; cure physical) wild infusion of the psychic (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 34%; cure mental) wild infusion of the sneak (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 21%; cure physical) wild infusion of the titan (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 35%; cure mental) wild infusion of the warrior (resist 35%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 26%; cure mental, magical) wild infusion of the warrior (resist 26%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 28%; cure mental) wild infusion of the warrior (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 22%; cure mental) wild infusion of the wizard (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (515% speed; 6 turns) movement infusion (515% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 515% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (530% speed; 6 turns) movement infusion (530% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (584% speed; 7 turns) movement infusion (584% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (604% speed; 6 turns) movement infusion of the duelist (604% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (623% speed; 6 turns) movement infusion of the duelist (623% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the psychic (770% speed; 6 turns) movement infusion of the psychic (770% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 770% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (702% speed; 7 turns) movement infusion of the sneak (702% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (683% speed; 7 turns) movement infusion of the titan (683% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (472% speed; 5 turns) movement infusion of the titan (472% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (964% speed; 9 turns) movement infusion of the wizard (964% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 964% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 13%; cure magical, physical, mental) Primal Infusion (affinity 13%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (+13 for 9 turns, die at -525) heroism infusion of the duelist (+13 for 9 turns, die at -525)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -525 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+22 for 11 turns, die at -753) heroism infusion of the sneak (+22 for 11 turns, die at -753)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -753 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+8 for 11 turns, die at -645) heroism infusion of the titan (+8 for 11 turns, die at -645)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 11 turns. While Heroism is active, you will only die when reaching -645 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+25 for 9 turns, die at -1137) heroism infusion of the warrior (+25 for 9 turns, die at -1137)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 9 turns. While Heroism is active, you will only die when reaching -1137 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+24 for 9 turns, die at -738) heroism infusion of the warrior (+24 for 9 turns, die at -738)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -738 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+18 for 9 turns, die at -878) heroism infusion of the wizard (+18 for 9 turns, die at -878)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -878 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 479 for 6 turns) shielding rune of the psychic (absorb 479 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 479 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 641 for 6 turns) shielding rune of the warrior (absorb 641 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 641 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 520 for 5 turns) Rune of Reflection (absorb and reflect 520 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 498.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 11) controlled phase door rune of the psychic (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
archmage's steel amulet of mastery (0.22 Wild-gift / Earthen power) archmage's steel amulet of mastery (0.22 Wild-gift / Earthen power)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% acid / +5% fire / +4% lightning / +5% cold Talent mastery: +0.22 Wild-gift / Earthen power Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
steel amulet 'Silaralaith' steel amulet 'Silaralaith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Dex / +2 Con Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
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, 318 strength, based on Magic) for 5 turns, costing 15 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. |
mindweaver's gold amulet of manastreaming mindweaver's gold amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Wil Mental save: +8 (+2 eff.) Confusion immunity: +14% Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +42.00 Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
protective gold amulet of healing protective gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +4 (+0 eff.) Changes resistances cap: +3% all Physical save: +11 (+2 eff.) Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's gold amulet of strength (+4) savior's gold amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Physical save: +12 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +11 (+2 eff.) Amulets can have magical properties. |
Glywyn the stralite amulet Glywyn the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Physical power: +9 (+2 eff.) Defense: +14 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 8 mind Changes stats: +9 Lck Changes resistances: +3% cold Changes damage: +8% physical Physical save: +20 (+4 eff.) Spell save: +25 (+5 eff.) Life regen: +2.10 Only die when reaching: -40.00 life Mental crit. chance: +4% Combat speed: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Porita the Chargefoe Porita the ChargefoeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to daze Changes stats: +8 Dex / +7 Cun / +9 Con Changes resistances: +3% blight / +12% lightning Changes resistances penetration: +5% lightning / +5% blight Changes damage: +12% blight Life regen: +1.00 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
savior's stralite amulet of teleportation savior's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +17 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +19 (+4 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Tempestwoe the voratun amulet Tempestwoe the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +10 Str / +6 Con Changes damage: +3% blight / +3% arcane Physical save: +20 (+4 eff.) Teleport immunity: +50% Life regen: +3.00 Mana when firing critical spell: +3.00 Maximum life: +71.00 Maximum mana: +100.00 Maximum vim: +10.00 It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 9 turns. 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 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.77 cold and 18.77 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Aerotira' steel ring 'Aerotira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% acid / +26% nature / +5% arcane / +3% lightning Changes damage: +13% nature Mental crit. chance: +1% Rings can have magical properties. |
steel ring 'Ivigaba' steel ring 'Ivigaba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Cun / +6 Dex Spell save: +3 (+0 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ragikalthokan RagikalthokanInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +7 Wil Critical mult.: +9.00% Maximum encumbrance: +10 Mental save: +14 (+3 eff.) Maximum life: +30.00 Rings can have magical properties. |
conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +6 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
sneakthief's gold ring of tenacity sneakthief's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +8 Dex Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +23% Maximum life: +31.00 Rings can have magical properties. |
Bukath BukathPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Grants telepathy: Dragon Physical save: +9 (+2 eff.) Mental save: +25 (+5 eff.) Blindness immunity: +44% Maximum hate: +8.00 Infravision radius: +5 See stealth: +21 See invisible: +21 Rings can have magical properties. |
Eloldarin EloldarinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% lightning / +3% fire Spell save: +18 (+3 eff.) Mental save: +26 (+5 eff.) Silence immunity: +25% Only die when reaching: -60.00 life Maximum stamina: +34.00 Rings can have magical properties. |
Morningvagrant MorningvagrantInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 light / 12 blight Changes resistances: +24% acid Changes resistances penetration: +10% light Changes damage: +12% acid Maximum encumbrance: +27 Mental save: +8 (+2 eff.) Confusion immunity: +29% Light radius: +3 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
mule's stralite ring of sensing mule's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +27 Blindness immunity: +33% Infravision radius: +6 See stealth: +17 See invisible: +15 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of perseverance stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +38% Life regen: +1.80 Rings can have magical properties. |
treant's stralite ring of speed treant's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +11 (+0 eff.) Changes resistances: +12% nature / +10% blight Poison immunity: +19% Disease immunity: +14% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings 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: +1.70 Maximum life: +76.00 Healing mod.: +23% Rings can have magical properties. |
warrior's stralite ring of power warrior's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +12 Changes stats: +6 Str Spellpower: +8 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Adonne AdonnePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +15 Cun / +7 Mag Stun/Freeze immunity: +30% Life regen: +3.80 Hate when firing a critical mind attack: +2.00 Maximum hate: +18.00 Maximum vim: +10.00 Spellpower: +14 (+3 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +25% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Scabrot ScabrotCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +12% mind / +15% temporal Changes resistances penetration: +10% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's voratun ring of nature (+40%)rogue's voratun ring of nature (+40%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+0 eff.) Changes stats: +7 Cun Changes resistances: +40% nature Changes damage: +20% nature Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Eclipsewarden' voratun ring 'Eclipsewarden'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +19 Cun / +20 Dex Changes resistances: +49% darkness Changes resistances penetration: +10% light / +15% darkness / +5% arcane Changes damage: +29% darkness / +3% light Rings can have magical properties. |
voratun ring 'Noontorrent' voratun ring 'Noontorrent'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +15% temporal / +15% light / +5% mind Changes damage: +6% light Critical mult.: +5.00% Stun/Freeze immunity: +32% Life regen: +7.70 Maximum life: +186.00 Maximum hate: +6.00 Healing mod.: +60% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone starstaff of channeling (136% power, 6 apr, temporal element)magewarrior's short dragonbone starstaff of channeling (136% power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +13 (+2 eff.) Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.40 Spellpower: +43 (+11 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Cloudweeper the voratun battleaxe (191% power, 4 apr)Cloudweeper the voratun battleaxe (191% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 192% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +5 Wil Changes resistances penetration: +10% mind Changes damage: +6% lightning Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Massive two-handed battleaxes. |
Nerolle the voratun shield (12 def, 3 armour, 100% power, 199.5 block) Nerolle the voratun shield (12 def, 3 armour, 100% power, 199.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 nature When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 28% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane / 20 nature Changes stats: +2 Mag Changes resistances: +20% blight / +19% temporal / +18% nature / +20% mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +5% mind Changes damage: +9% blight Talents granted: +5 Block +1 Ward Critical mult.: +10.00% Maximum life: +89.00 Spellpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 100% power, 150 block) Shieldsmaiden (5 def, 20 armour, 100% power, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Xuda the Mucuskarma (12 def, 15 armour, 100% power, 277 block) Xuda the Mucuskarma (12 def, 15 armour, 100% power, 277 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +10.0% Block value: +277 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +4 nature Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Armour: +15 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 20 fire Changes stats: +6 Con Changes resistances: +29% lightning Maximum wards: +5 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes damage: +3% nature / +3% light Talents granted: +5 Block +1 Ward Physical save: +16 (+3 eff.) Maximum stamina: +10.00 Healing mod.: +10% Handheld deflection devices. |
cosmic voratun shield (12 def, 3 armour, 100% power, 191 block) cosmic voratun shield (12 def, 3 armour, 100% power, 191 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +191 Burst (radius 2) on crit: +18 light / +28 darkness When wielded/worn: Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes resistances: +11% light / +13% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
flaming voratun shield of earthen fury (12 def, 18 armour, 100% power, 198.5 block) flaming voratun shield of earthen fury (12 def, 18 armour, 100% power, 198.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +18 fire When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 19 fire Changes resistances: +20% physical Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Tuluthad' (12 def, 3 armour, 100% power, 206 block) voratun shield 'Tuluthad' (12 def, 3 armour, 100% power, 206 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 Damage (Melee): +8 physical When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +3 Defense: +12 (+0 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes resistances: +12% blight Talent granted: +5 Block Stun/Freeze immunity: +5% Maximum life: +103.00 Handheld deflection devices. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+0 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 43% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
voratun plate armour 'Abysstrail' (9 def, 26 armour) voratun plate armour 'Abysstrail' (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+0 eff.) Fatigue: +18% Changes stats: +3 Con Changes resistances: +23% lightning Changes resistances penetration: +15% fire Changes damage: +3% fire Physical save: +13 (+3 eff.) Life regen: +4.00 Maximum life: +82.00 Maximum stamina: +10.00 Healing mod.: +30% A suit of armour made of metal plates. |
Mighty Girdle Mighty GirdleCrafted by a master 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 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
Emeldann EmeldannInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -2% Damage when hit (Melee): 4 temporal Changes stats: +1 Str Changes resistances: +9% acid / +32% temporal / +8% fire / +34% lightning / +8% cold Critical mult.: +3.00% Physical save: +6 (+1 eff.) A belt that goes around your waist. |
Vorawyn VorawynInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+3 eff.) Changes stats: +5 Str / +9 Dex / +1 Mag / +2 Wil / +10 Cun / +5 Con / +10 Lck Changes resistances: +6% lightning / +15% cold Changes damage: +6% blight Trap disarming bonus: +30 Stealth bonus: +13 Physical save: +15 (+3 eff.) Mental crit. chance: +14% Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Dawnreeve' drakeskin leather belt 'Dawnreeve'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 light Changes stats: +6 Dex / +6 Cun / +6 Con / +10 Lck Changes resistances: +6% arcane Changes resistances penetration: +5% arcane / +20% blight Changes damage: +6% arcane Trap disarming bonus: +26 Stealth bonus: +15 Physical save: +13 (+3 eff.) Mental save: +15 (+3 eff.) Mindpower: +21 (+6 eff.) Infravision radius: +6 A belt that goes around your waist. |
drakeskin leather belt 'Flashrebel' drakeskin leather belt 'Flashrebel'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +21 (+0 eff.) Effects on melee hit: * 30% chance to daze * 20% chance to disease * 30% chance to blind Changes resistances penetration: +10% blight Changes damage: +9% light Stealth bonus: +11 A belt that goes around your waist. |
cashmere cloak 'Flashslice' (2 def, 0 armour) cashmere cloak 'Flashslice' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +3 Wil / +3 Mag Changes resistances: +15% darkness Changes resistances penetration: +10% darkness Changes damage: +7% darkness Stealth bonus: +12 Spell save: +13 (+2 eff.) Mental save: +17 (+3 eff.) Psi when hit: +0.08 Maximum mana: +48.00 Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthuregobar (3 def, 0 armour) Cuthuregobar (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +16 Cun / +12 Wil Changes resistances: +8% acid / +8% fire / +10% cold / +9% lightning Grants telepathy: Dragon Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Mental crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 327.00 cold damage and condensing the air into freezing vapors that deal 109.00 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Giludur' (3 def, 0 armour) elven-silk cloak 'Giludur' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +4 Dex / +3 Wil / +4 Cun Changes resistances: +51% darkness / +56% temporal Grants telepathy: Humanoid/Orc Psi when hit: +0.12 Mental crit. chance: +2% Defense after a teleport: +50 Resist all after a teleport: +25% New effects duration reduction after a teleport: +49% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamesagar the Ashschism (2 def, 3 armour) Chamesagar the Ashschism (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: -3% Damage when hit (Melee): 12 fire Changes resistances: +3% blight Changes resistances penetration: +5% fire Maximum encumbrance: +20 Physical save: +7 (+1 eff.) Silence immunity: +32% Confusion immunity: +24% Stun/Freeze immunity: +29% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Shinelace' (0 def, 3 armour) pair of hardened leather boots 'Shinelace' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 light / 4 blight Changes stats: +3 Str / +5 Mag / +2 Cun / +6 Con Changes resistances: +6% light Changes damage: +7% acid / +16% blight Physical save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Disease immunity: +22% Spellpower: +5 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Emurebeth the pair of dwarven-steel boots (17 def, 4 armour) Emurebeth the pair of dwarven-steel boots (17 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +17 (+0 eff.) Ranged Defense: +5 (+3 eff.) Fatigue: +3% Changes resistances: +7% cold / +8% fire Mental save: +25 (+5 eff.) Disease immunity: +15% Silence immunity: +5% Confusion immunity: +5% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 39 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arygarin the drakeskin leather gloves (0 def, 3 armour) Arygarin the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +14 Armour: +3 Changes stats: +9 Dex / +5 Mag / +3 Wil / +12 Cun Changes resistances: +13% darkness Changes damage: +10% arcane Grants telepathy: Humanoid/Orc Mindpower: +8 (+3 eff.) Infravision radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorenor the drakeskin leather gloves (0 def, 3 armour) Vorenor the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+6 eff.) Armour: +3 Damage (Melee): 13 lightning Damage when hit (Melee): 12 arcane Changes stats: +5 Str / +4 Dex / +3 Wil / +4 Con Changes resistances: +8% lightning Changes damage: +9% lightning Talent mastery: +0.20 Technique / Grappling Critical mult.: +3.00% Disarm immunity: +43% Life regen: +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+0 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 171.13 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
cashmere wizard hat 'Crackleobeisance' (2 def, 0 armour) cashmere wizard hat 'Crackleobeisance' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning / +22% light / +19% darkness / +13% mind Changes damage: +6% lightning / +15% light / +13% darkness / +13% mind A pointy cloth hat, very wizardly... |
Shadetrail the hardened leather cap (0 def, 3 armour) Shadetrail the hardened leather cap (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes stats: +5 Wil / +4 Con Changes resistances: +15% blight / +7% darkness Changes resistances penetration: +10% darkness Spell save: +7 (+1 eff.) Mental save: +16 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
Xanogann (6 def, 9 armour) Xanogann (6 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +9 Defense: +6 (+0 eff.) Fatigue: +3% Changes resistances: +17% cold / +14% mind / +4% all Allows you to breathe in: water Critical mult.: +12.00% Physical save: +7 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +34% Psi when hit: +0.08 Maximum stamina: +5.00 Maximum hate: +2.00 Mindpower: +2 (+1 eff.) A cap made of leather. |
Emeloth (3 def, 0 armour) Emeloth (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Defense: +3 (+0 eff.) Changes stats: +1 Str / +3 Dex / +5 Wil / +7 Cun Changes resistances: +10% lightning / +15% temporal Changes resistances penetration: +5% temporal / +15% physical Mana each turn: +2.50 Mana when hit: +1.80 Only die when reaching: -40.00 life Maximum mana: +96.00 Maximum stamina: +10.00 Spellpower: +9 (+2 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Girin the Charoracle (3 def, 0 armour)Girin the Charoracle (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +13 Cun Changes resistances: +6% acid / +6% nature / +5% arcane Changes resistances penetration: +10% acid / +5% fire Mental save: +15 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Satyrking (6 def, 9 armour) Satyrking (6 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% acid / +3% blight / +15% fire / +12% lightning / +8% cold Changes damage: +9% nature Only die when reaching: -20.00 life Mindpower: +6 (+2 eff.) Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
Strikepanic the drakeskin leather cap (0 def, 5 armour) Strikepanic the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +8 Dex / +6 Wil Changes resistances: +13% physical Changes resistances penetration: +5% lightning Changes damage: +15% lightning Physical save: +49 (+9 eff.) Equilibrium when hit: +0.04 Maximum stamina: +15.00 Mental crit. chance: +2% A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Baruledar the Dazzlehash (0 def, 4 armour) Baruledar the Dazzlehash (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 light Changes resistances: +11% nature Changes resistances penetration: +5% mind Changes damage: +12% mind / +15% light Spell save: +6 (+1 eff.) Maximum life: +67.00 Healing mod.: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
dwarven-steel helm of ire (0 def, 4 armour) dwarven-steel helm of ire (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con Physical save: +9 (+2 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Flashwasp (0 def, 5 armour) Flashwasp (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +8 Str / +3 Dex / +6 Cun Changes resistances: +12% acid / +14% fire / +12% cold / +16% lightning Critical mult.: +10.00% Mental save: +6 (+1 eff.) Psi when hit: +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Blastrock' (11 def, 5 armour) voratun helm 'Blastrock' (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +11 (+0 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 20 lightning Changes stats: +10 Cun / +17 Dex Changes resistances: +25% darkness / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +9% arcane / +9% lightning Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
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 (+2 eff.) Dull red runes are etched all over this blackened skull. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
1118 alchemist agate 1118 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. |
alchemist bloodstone 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. |
Deepsfiend the dwarven lantern Deepsfiend the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +4 Con Changes resistances: +11% blight / +9% darkness Changes resistances penetration: +11% all Changes damage: +6% darkness Physical save: +7 (+1 eff.) Life regen: +5.00 Light radius: +5 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of illusion ethereal dwarven lantern of illusionPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+0 eff.) Changes stats: +6 Mag Physical save: +15 (+3 eff.) Spell save: +14 (+2 eff.) Mental save: +17 (+3 eff.) Spellpower: +8 (+2 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Cyrylralaith (dig speed 17 turns) Cyrylralaith (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +11 Str / +2 Mag / +9 Wil Mental save: +15 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +13% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 2.4 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)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 600.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Baludunanik the steel torque of thermal psionic shield [power 29] (13 cooldown) Baludunanik the steel torque of thermal psionic shield [power 29] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes resistances penetration: +10% physical It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 29 for 7 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
Borihad the dwarven-steel torque of charged psionic shield [power 93] (12 cooldown) Borihad the dwarven-steel torque of charged psionic shield [power 93] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% blight Changes damage: +6% arcane Critical mult.: +5.00% Maximum mana: +80.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
hateful dwarven-steel torque of psychoportation [power 36] (18 cooldown) hateful dwarven-steel torque of psychoportation [power 36] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of clear mind [power 2] (5 cooldown) quick dwarven-steel torque of clear mind [power 2] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Earineg the stralite torque of mindblast [power 301] (4 cooldown) Earineg the stralite torque of mindblast [power 301] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 mind Changes stats: +3 Cun / +2 Wil Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward Mental save: +20 (+4 eff.) It can be used to fire a blast of psionic energies in a range 9 beam dealing 150.50 to 301.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of clear mind [power 5] (6 cooldown) telekinetic voratun torque of clear mind [power 5] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Xerevea [power 4] (6 cooldown) Xerevea [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +1 Str Maximum wards: +5 acid / +5 nature / +3 light Talent granted: +1 Ward Mindpower: +4 (+2 eff.) Healing mod.: +25% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Layirelle the Sootterror [power 10] (4 cooldown) Layirelle the Sootterror [power 10] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +6% temporal Maximum wards: +2 lightning / +1 temporal / +2 blight / +1 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 10, power 79 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 200% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sileth the yew wand of trap destruction [power 62] (9 cooldown) Sileth the yew wand of trap destruction [power 62] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 4 physical Changes resistances: +3% blight Physical save: +25 (+5 eff.) Maximum vim: +13.00 It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. When used: 200% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Demonnoon' [power 917] (8 cooldown) dragonbone wand of firewall 'Demonnoon' [power 917] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +3% blight / +6% darkness Changes resistances penetration: +20% darkness / +15% blight Changes damage: +3% darkness Maximum vim: +20.00 It can be used to creates a wall of flames lasting 4 turns (dealing 1045 fire damage overall), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Stowaii the Dwarf Stone Warden level 34
9th Iron 123rd year of Ascendancy at 21:19 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Stowaii the Dwarf Stone Warden level 50
39th Profit 123rd year of Ascendancy at 14:11 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Stowaii the Dwarf Stone Warden level 34
8th Iron 123rd year of Ascendancy at 07:45 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Stowaii the Dwarf Stone Warden level 39
15th Gold 123rd year of Ascendancy at 17:34 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Stowaii the Dwarf Stone Warden level 47
8th Profit 123rd year of Ascendancy at 09:54 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Stowaii the Dwarf Stone Warden level 38
11st Gold 123rd year of Ascendancy at 15:26 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Stowaii the Dwarf Stone Warden level 26
20th Loss 122nd year of Ascendancy at 17:43 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Stowaii the Dwarf Stone Warden level 12
16th Profit 122nd year of Ascendancy at 06:24 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Stowaii the Dwarf Stone Warden level 36
8th Gold 123rd year of Ascendancy at 06:19 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Stowaii the Dwarf Stone Warden level 38
13rd Gold 123rd year of Ascendancy at 21:01 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Stowaii the Dwarf Stone Warden level 38
9th Gold 123rd year of Ascendancy at 07:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Stowaii the Dwarf Stone Warden level 19
29th Dearth 122nd year of Ascendancy at 21:24 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Stowaii the Dwarf Stone Warden level 12
16th Profit 122nd year of Ascendancy at 06:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Stowaii the Dwarf Stone Warden level 22
41st Dearth 122nd year of Ascendancy at 11:41 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Stowaii the Dwarf Stone Warden level 50
11st Wealth 123rd year of Ascendancy at 13:21 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Stowaii the Dwarf Stone Warden level 35
3rd Gold 123rd year of Ascendancy at 19:12 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stowaii the Dwarf Stone Warden level 29
15th Shortage 122nd year of Ascendancy at 16:18 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Stowaii the Dwarf Stone Warden level 10
9th Profit 122nd year of Ascendancy at 16:28 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Stowaii the Dwarf Stone Warden level 20
31st Dearth 122nd year of Ascendancy at 16:44 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Stowaii the Dwarf Stone Warden level 30
23rd Shortage 122nd year of Ascendancy at 06:53 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Stowaii the Dwarf Stone Warden level 40
19th Gold 123rd year of Ascendancy at 16:31 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Stowaii the Dwarf Stone Warden level 50
29th Profit 123rd year of Ascendancy at 01:56 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Stowaii the Dwarf Stone Warden level 50
6th Wealth 123rd year of Ascendancy at 18:04 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Stowaii the Dwarf Stone Warden level 50
32nd Profit 123rd year of Ascendancy at 22:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Stowaii the Dwarf Stone Warden level 18
20th Wealth 122nd year of Ascendancy at 07:41 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Stowaii the Dwarf Stone Warden level 31
30th Shortage 122nd year of Ascendancy at 22:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Stowaii the Dwarf Stone Warden level 20
37th Dearth 122nd year of Ascendancy at 13:12 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Stowaii the Dwarf Stone Warden level 37
8th Gold 123rd year of Ascendancy at 08:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Stowaii the Dwarf Stone Warden level 12
21st Profit 122nd year of Ascendancy at 11:49 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Stowaii the Dwarf Stone Warden level 50
6th Wealth 123rd year of Ascendancy at 15:01 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Stowaii the Dwarf Stone Warden level 49
23rd Profit 123rd year of Ascendancy at 09:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Stowaii the Dwarf Stone Warden level 14
29th Profit 122nd year of Ascendancy at 10:48 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Stowaii the Dwarf Stone Warden level 41
22nd Stralite 123rd year of Ascendancy at 15:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Stowaii the Dwarf Stone Warden level 27
23rd Loss 122nd year of Ascendancy at 20:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Stowaii the Dwarf Stone Warden level 19
30th Dearth 122nd year of Ascendancy at 01:57 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Stowaii the Dwarf Stone Warden level 50
5th Loss 123rd year of Ascendancy at 11:49 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Stowaii the Dwarf Stone Warden level 32
5th Iron 123rd year of Ascendancy at 23:15 see stats
Log
Stowaii deactivates Eldritch Infusion.
Stowaii deactivates Stone Skin.
Stowaii is not cripple anymore.
Stowaii has finished recovering.
Stowaii deactivates Shards.
Stowaii deactivates Chant of Fortitude.
Stowaii deactivates Crystalline Focus.
Stowaii deactivates Elemental Harmony.
Stowaii stops burning.
Personal New Achievement: Unstoppable (Insane (Adventure) difficulty)!
Saving game...
Saving done.
Stowaii uses Block.
Eldritch Blow is still on cooldown for 5 turns.
Stowaii casts Eldritch Fury.
Stowaii performs a melee critical strike against Gloraselaith the multi-hued drake!
Gloraselaith the multi-hued drake casts a protective shield just in time!
Gloraselaith the multi-hued drake evades Stowaii.
Gloraselaith the multi-hued drake evades Stowaii.
Gloraselaith the multi-hued drake evades Stowaii.
Gloraselaith the multi-hued drake resists the dazing blows!
Gloraselaith the multi-hued drake performs a melee critical strike against Stowaii!
Gloraselaith the multi-hued drake resists the mind attack!
Gloraselaith the multi-hued drake performs a melee critical strike against Stowaii!
Stowaii shrugs off the critical damage!
Gloraselaith the multi-hued drake resists!
Gloraselaith the multi-hued drake resists the mind attack!
Gloraselaith the multi-hued drake performs a melee critical strike against Stowaii!
Saving game...
