Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 123 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 2nd Flare 122nd year of Ascendancy at 11:36 4 / 3Killed by worm that walks at level 14 on the 3rd Flare 122nd year of Ascendancy at 08:41 Killed by Neruganne the large white snake at level 64 on the 41st Haze 122nd year of Ascendancy at 10:02 |
Primary Stats
| Strength | 78 (base 54) |
| Dexterity | 77 (base 58) |
| Constitution | 40 (base 14) |
| Magic | 176 (base 133) |
| Willpower | 93 (base 71) |
| Cunning | 226 (base 133) |
Resources
| Mana | 717/717 |
| Psi | 223/223 |
| Vim | 613/613 |
| Life | 3578/3578 |
| Positive | 33/396 |
| Stamina | 694/694 |
| Equilibrium | 20 |
| Healing Factor | 1 |
| Regeneration | 13.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +186.4176194524% |
Vision
| Sight | 12 |
| Lite | -1008 |
| Infravision | 24 |
| See Invisible | 33 |
| Stealth | 125.28502558652 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 407 |
| Accuracy | 70 |
| Crit Chance | 134% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 96.4 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 79.875 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 43 (30%) |
| Defense | 39.225 |
| Ranged Defense | 40.816666666667 |
| Fatigue | 0 |
| Physical Save | 70.575 |
| Spell Save | 69.2875 |
| Mental Save | 69.9125 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Disarm Resistance | 15% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (3/3)
| 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 magical or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 unleash a manasurge upon yourself, increasing mana regeneration by 1254% over 10 turns and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.20 |
| 10/5 |
| 12/5 |
| 3/5 |
| 12/5 |
| Corruption / Blight | 1.00 |
| 12/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 11/5 |
| Spell / Fire | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Explosive admixtures | 1.00 |
| 11/5 |
| 5/5 |
| 11/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 7/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 6/5 |
| 4/5 |
| 12/5 |
| 7/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 7/5 |
| 9/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Stealth |
| talent | Quicken Spells |
| talent | Chant of Fortress |
| talent | Shielding |
| talent | Essence of Speed |
| talent | Burning Wake |
| talent | Crystalline Focus |
| talent | Spellcraft |
| talent | Elemental Harmony |
| talent | Dark Ritual |
| talent | Wildfire |
| talent | Beyond the Flesh |
Quests
You successfully escorted the injured seer to the recall portal on level 14 of Infinite Dungeon. Escort: injured seer (level 14 of Infinite Dungeon)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 27 of Infinite Dungeon. Escort: lone alchemist (level 27 of Infinite Dungeon)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You failed to protect the lost anorithil from death by delayed explosion trap. Escort: lost anorithil (level 2 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 20 of Infinite Dungeon. Escort: lost anorithil (level 20 of Infinite Dungeon)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 12 of Infinite Dungeon. Escort: lost sun paladin (level 12 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 16 of Infinite Dungeon. Escort: lost sun paladin (level 16 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 17 of Infinite Dungeon. Escort: lost warrior (level 17 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 22 of Infinite Dungeon. Escort: repented thief (level 22 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 9 of Infinite Dungeon. Escort: repented thief (level 9 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | Urthodekaltholin the dragonbone magestaff (161% power, 6 apr, physical element) Urthodekaltholin the dragonbone magestaff (161% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 162% 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: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +12 arcane When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Changes stats: +8 Mag / +11 Cun / +9 Con Changes damage: +59% physical Talent granted: +1 Command Staff Critical mult.: +43.00% Life regen: +0.60 Vim when firing critical spell: +8.00 Only die when reaching: -100.00 life Maximum vim: +45.00 Maximum neg.energy: +50.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +9% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 514 alchemist diamond 514 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Light source | Skykiss the dwarven lantern Skykiss the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +7 Wil / +11 Cun / +4 Con Changes resistances: +14% blight Critical mult.: +18.00% Physical save: +29 (+7 eff.) Spell save: +9 (+2 eff.) Disarm immunity: +15% Life regen: +6.90 Maximum stamina: +20.00 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dralathakan (3 def, 0 armour) Dralathakan (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +10 Cun / +2 Mag Changes resistances: +8% lightning / +8% temporal / +7% light / +8% fire / +8% nature / +7% acid / +19% mind / +8% blight / +8% cold / +5% arcane / +8% darkness Changes damage: +18% mind / +3% blight Physical save: +13 (+3 eff.) Mental save: +33 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum psi: +40.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| On feet | dreamer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) dreamer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag Physical save: +15 (+4 eff.) Spell save: +21 (+5 eff.) Mental save: +15 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Tool | voratun pickaxe of quickening (dig speed 17 turns) voratun pickaxe of quickening (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Glumibeth the Hellsripper Glumibeth the HellsripperPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane / 12 fire Changes stats: +2 Str / +2 Dex / +9 Mag / +10 Cun Changes resistances penetration: +20% fire Changes damage: +9% fire Silence immunity: +44% Stun/Freeze immunity: +44% Life regen: +4.00 Mana each turn: +0.24 Spellpower: +12 (+2 eff.) Infravision radius: +2 See invisible: +6 Rings can have magical properties. |
| On fingers | Lavagrind the voratun ring Lavagrind the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +7 Mag / +13 Wil / +23 Cun Changes resistances: +6% fire Changes damage: +9% fire / +12% mind / +8% all Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Spellpower: +35 (+6 eff.) Mindpower: +35 (+7 eff.) Mental crit. chance: +4% Rings can have magical properties. |
| Around neck | wanderer's voratun amulet of vision wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +7 Con Blindness immunity: +38% Life regen: +1.50 Stamina each turn: +1.50 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.4 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | Noonquarry the voratun gauntlets (0 def, 3 armour) Noonquarry the voratun gauntlets (0 def, 3 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: +38.0% Armour: +3 Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +6 Mag Changes resistances: +10% darkness / +9% temporal / +3% mind / +10% light Changes damage: +3% light / +12% mind Critical mult.: +28.00% Spell crit. chance: +37% Mental crit. chance: +36% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 109.05 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Willowtooth WillowtoothCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature / 4 physical Changes stats: +5 Str / +1 Dex Changes resistances: +12% acid / +6% temporal / +6% darkness / +6% blight / +11% fire / +14% cold Critical mult.: +11.00% Physical save: +19 (+5 eff.) Spell save: +3 (+1 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life A belt that goes around your waist. |
| Cloak | Lorisin the Sunwake (3 def, 12 armour) Lorisin the Sunwake (3 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical crit. chance: +5.0% Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind * 45% chance to corrode armour Changes stats: +8 Str / +2 Wil / +6 Con Changes resistances: +30% cold Changes resistances penetration: +15% arcane / +25% light Changes damage: +14% arcane / +15% light Critical mult.: +26.00% Maximum encumbrance: +30 Physical save: +15 (+4 eff.) Maximum life: +110.00 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
heroism infusion (+6 for 10 turns, die at -288) heroism infusion (+6 for 10 turns, die at -288)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 6 for 10 turns. While Heroism is active, you will only die when reaching -288 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. 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 (+18 for 11 turns, die at -836) heroism infusion of the warrior (+18 for 11 turns, die at -836)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 18 for 11 turns. While Heroism is active, you will only die when reaching -836 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. |
movement infusion of the sneak (1362% speed; 8 turns) movement infusion of the sneak (1362% speed; 8 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1362% 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. 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. |
movement infusion of the titan (806% speed; 7 turns) movement infusion of the titan (806% speed; 7 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% 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. |
movement infusion of the warrior (946% speed; 9 turns) movement infusion of the warrior (946% speed; 9 turns)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 946% 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 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 sneak (heal 927 over 5 turns) regeneration infusion of the sneak (heal 927 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 927 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 505 over 5 turns) regeneration infusion of the titan (heal 505 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 1066 over 5 turns) regeneration infusion of the wizard (heal 1066 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1066 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 17%; cure magical, mental) wild infusion (resist 17%; cure magical, 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 magical or mental effect and reduce all damage taken by 17% 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. |
wild infusion (resist 30%; cure mental, physical) wild infusion (resist 30%; 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: 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 or physical effect and reduce all damage taken by 30% for 7 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. |
wild infusion (resist 17%; cure physical) wild infusion (resist 17%; 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: 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 physical effect and reduce all damage taken by 17% 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. |
wild infusion of the duelist (resist 26%; cure physical) wild infusion of the duelist (resist 26%; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 40%; cure magical, physical) wild infusion of the sneak (resist 40%; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 40% for 4 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. |
wild infusion of the titan (resist 18%; cure physical) wild infusion of the titan (resist 18%; 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 18% 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. |
controlled phase door rune of the wizard (range 19) controlled phase door rune of the wizard (range 19)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: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1466% regen over 10 turns; 73 instant mana) manasurge rune (1466% regen over 10 turns; 73 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1466% over 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the psychic (1013% regen over 10 turns; 51 instant mana) manasurge rune of the psychic (1013% regen over 10 turns; 51 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1013% over 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (2493% regen over 10 turns; 125 instant mana) manasurge rune of the sneak (2493% regen over 10 turns; 125 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2493% over 10 turns and instantly restoring 125 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 505 for 4 turns) shielding rune of the psychic (absorb 505 for 4 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: 9 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 505 damage for 4 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 sneak (absorb 882 for 5 turns) shielding rune of the sneak (absorb 882 for 5 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: 10 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 882 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 920 for 8 turns) shielding rune of the wizard (absorb 920 for 8 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: 9 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 920 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 890 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 434.87 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Prismsnake the steel amulet Prismsnake the steel amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +11 Lck / +4 Con Changes resistances: +6% light Changes resistances penetration: +15% arcane / +15% light Changes damage: +6% mind Critical mult.: +15.00% Physical save: +11 (+3 eff.) Spell save: +9 (+2 eff.) Teleport immunity: +50% Life regen: +1.60 Equilibrium when hit: +0.08 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +50.00 Spell crit. chance: +2% Mental crit. chance: +2% Reduce all damage from unseen attackers: 14% It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Velina the steel amulet Velina the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +6% physical Physical save: +9 (+2 eff.) Cut immunity: +50% Stamina each turn: +0.60 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 468 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
enraging stralite amulet of soulsearing enraging stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +13% blight / +9% physical / +13% fire Critical mult.: +18.00% Spellpower: +11 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
enraging voratun amulet of soulsearing enraging voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +15% blight / +15% fire / +10% physical Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
insulating copper amulet of vision insulating copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +10% cold Blindness immunity: +13% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
protective voratun amulet of murder protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +8 Defense: +12 (+4 eff.) Changes resistances cap: +7% all Critical mult.: +20.00% Physical save: +26 (+6 eff.) Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +0.90 Amulets can have magical properties. |
restful steel amulet of willpower (+3) restful steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Life regen: +1.30 Amulets can have magical properties. |
savior's gold amulet of teleportation savior's gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +19 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +19 (+5 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +13 (+3 eff.) Amulets can have magical properties. |
serendipitous stralite amulet of murder serendipitous stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Defense: +17 (+6 eff.) Changes stats: +15 Lck Critical mult.: +18.00% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+7 eff.) Changes stats: +20 Lck Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +12 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
starseer's gold amulet of teleportation starseer's gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes damage: +4% light / +5% temporal / +5% darkness / +5% physical Teleport immunity: +50% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% It can be used to teleport you randomly (rad 45), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
starseer's stralite amulet of murder starseer's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Changes stats: +5 Mag Changes damage: +7% darkness / +7% temporal / +7% light / +7% physical Critical mult.: +18.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +16% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
vitalizing gold amulet of perfection (0.23 Wild-gift / Call of the wild,0.23 Corruption / Curses) vitalizing gold amulet of perfection (0.23 Wild-gift / Call of the wild,0.23 Corruption / Curses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.23 Wild-gift / Call of the wild +0.23 Corruption / Curses Physical save: +13 (+3 eff.) Life regen: +2.10 Maximum life: +60.00 Amulets can have magical properties. |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +6 Con Critical mult.: +20.00% Physical save: +19 (+5 eff.) Life regen: +3.00 Maximum life: +73.00 Amulets can have magical properties. |
voratun amulet 'Ashslicer' voratun amulet 'Ashslicer'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +1 Con Changes resistances: +3% physical Changes resistances penetration: +15% physical / +5% arcane / +15% fire Changes damage: +14% blight / +15% fire Talent mastery: +0.29 Wild-gift / Cold drake aspect Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Amulets can have magical properties. |
voratun amulet 'Deepsoracle' voratun amulet 'Deepsoracle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +25% temporal / +9% light Changes resistances penetration: +5% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Poison immunity: +10% Pinning immunity: +50% Stun/Freeze immunity: +15% Knockback immunity: +49% Amulets can have magical properties. |
voratun amulet 'Glorykira' voratun amulet 'Glorykira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Mag / +11 Wil Changes resistances: +9% acid Changes damage: +6% blight / +6% temporal Mental save: +15 (+4 eff.) Confusion immunity: +24% Mana when firing critical spell: +2.00 Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
wanderer's voratun amulet wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +7 Cun / +10 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
warmaker's gold amulet of healing warmaker's gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Wil Cut immunity: +50% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 305 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warmaker's stralite amulet of perfection (0.31 Spell / Animus,0.31 Celestial / Glyphs) warmaker's stralite amulet of perfection (0.31 Spell / Animus,0.31 Celestial / Glyphs)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +8 Dex / +8 Wil Talent masteries: +0.31 Spell / Animus +0.31 Celestial / Glyphs Amulets can have magical properties. |
warmaker's voratun amulet of strength (+19) warmaker's voratun amulet of strength (+19)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +19 Str / +10 Dex / +10 Wil Amulets can have magical properties. |
warrior's copper amulet of cunning (+3) warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's stralite amulet of murder warrior's stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances: +13% physical Critical mult.: +18.00% Stamina each turn: +0.90 Amulets can have magical properties. |
Armihad the stralite ring Armihad the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +12 (+2 eff.) Fatigue: -6% Changes stats: +2 Str Changes resistances: +18% physical Changes resistances penetration: +15% blight Changes damage: +6% mind / +18% physical Reduces incoming crit damage: 25.00% Life regen: +0.40 Stamina each turn: +0.60 Rings can have magical properties. |
Delirek the Wretchwrack Delirek the WretchwrackPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 20 nature / 8 fire Changes resistances: +18% nature / +6% fire Changes resistances penetration: +20% lightning / +10% fire / +10% nature Changes damage: +6% lightning / +6% fire Blindness immunity: +46% Infravision radius: +6 See stealth: +24 See invisible: +23 Rings can have magical properties. |
Mirewaker the stralite ring Mirewaker the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +10 Dex / +8 Mag / +1 Wil / +18 Cun Changes damage: +3% nature Reduces incoming crit damage: 10.00% Spellpower: +9 (+2 eff.) Rings can have magical properties. |
Poliwe the Infernospiker Poliwe the InfernospikerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% light / +5% arcane Changes resistances penetration: +10% fire Mental save: +14 (+4 eff.) Confusion immunity: +48% Light radius: +2 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Dual techniques +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Splendourpyre the stralite ring Splendourpyre the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +6 Dex Changes resistances: +3% blight / +3% temporal / +5% arcane Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 309.60 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's stralite ring of sensing conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Blindness immunity: +42% Spellpower: +13 (+3 eff.) Infravision radius: +6 See stealth: +15 See invisible: +15 Rings can have magical properties. |
gladiator's stralite ring of fire (+36%) gladiator's stralite ring of fire (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +36% fire Changes damage: +18% fire Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +10 Str / +10 Con Life regen: +1.80 Maximum life: +72.00 Healing mod.: +26% Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
mule's gold ring of tenacity mule's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Maximum encumbrance: +32 Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +38.00 Rings can have magical properties. |
mule's voratun ring of time (+20%) mule's voratun ring of time (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +20% temporal Changes damage: +20% temporal Maximum encumbrance: +39 Rings can have magical properties. |
mule's voratun ring of warding mule's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +28% acid / +30% fire / +24% lightning / +30% cold Maximum encumbrance: +40 Rings can have magical properties. |
painweaver's voratun ring of speed painweaver's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Physical power: +20 (+4 eff.) Defense: +13 (+5 eff.) Changes damage: +7% all Spellpower: +20 (+4 eff.) Mindpower: +13 (+3 eff.) Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
rogue's voratun ring of warding rogue's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +7 Cun Changes resistances: +30% acid / +29% fire / +30% lightning / +25% cold Rings can have magical properties. |
sneakthief's gold ring of warding sneakthief's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +22% acid / +15% fire / +13% lightning / +22% cold Rings can have magical properties. |
sneakthief's voratun ring of speed sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Defense: +14 (+5 eff.) Changes stats: +9 Cun / +8 Dex Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
sneakthief's voratun ring of warding sneakthief's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +21% acid / +24% fire / +30% lightning / +30% cold Rings can have magical properties. |
solipsist's stralite ring of pilfering solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +14 Defense: +14 (+5 eff.) Changes stats: +8 Cun / +7 Wil Mindpower: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's steel ring of the mountain (+12%) titan's steel ring of the mountain (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% physical Changes damage: +12% physical Physical save: +8 (+2 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Air's kiss' voratun ring 'Air's kiss'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 69% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +8 Cun / +8 Wil Changes resistances: +9% blight / +40% fire / +9% lightning Changes resistances penetration: +5% blight Changes damage: +3% blight / +20% fire / +3% mind / +9% lightning Life regen: +1.90 Maximum life: +92.00 Mindpower: +13 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
voratun ring 'Radiancewyrd' voratun ring 'Radiancewyrd'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +3% light / +3% mind Critical mult.: +5.00% Mental save: +29 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +3.70 Psi when hit: +0.20 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
voratun ring 'Toxinwasp' voratun ring 'Toxinwasp'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +17 Armour: +6 Defense: +17 (+6 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 nature Changes stats: +1 Con Changes resistances: +6% light Critical mult.: +15.00% Spell save: +10 (+2 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +74% Silence immunity: +10% Confusion immunity: +50% Life regen: +0.40 Infravision radius: +5 See stealth: +23 See invisible: +25 Healing mod.: +5% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring of sensing voratun ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Blindness immunity: +50% Infravision radius: +6 See stealth: +19 See invisible: +25 Rings can have magical properties. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 48% Wil, 24% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Breniromimakhad (136% power, 6 apr, lightning element) Breniromimakhad (136% power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% On weapon hit: * 30 arcane resource burn * 40% chance to cause random gloom When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Dex / +1 Wil / +13 Con Changes resistances: +6% lightning / +3% fire / +3% light / +10% arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.60 Psi when hit: +0.04 Spellpower: +30 (+6 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Light radius: +1 Infravision radius: +1 Healing mod.: +45% Staves designed for wielders of magic, by the greats of the art. |
Dairomadir the Dourspire (136% power, 6 apr, lightning element) Dairomadir the Dourspire (136% power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 light / +4 acid When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 10 arcane resource burn * 60% chance to corrode armour Changes stats: +13 Con Changes resistances: +6% lightning / +10% arcane / +3% darkness / +3% nature Changes resistances penetration: +10% light / +5% darkness Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spell save: +40 (+10 eff.) Life regen: +3.60 Spellpower: +34 (+6 eff.) Spell crit. chance: +5% Healing mod.: +59% Staves designed for wielders of magic, by the greats of the art. |
Kindlenail the dragonbone magestaff (136% power, 6 apr, physical element) Kindlenail the dragonbone magestaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. 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% Damage (Melee): +12 fire Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +13.0% Armour: +12 Armour Hardiness: +12% Damage when hit (Melee): 8 arcane Changes stats: +6 Mag / +6 Wil Changes damage: +12% blight / +30% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +10 (+2 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum mana: +80.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Runukalthodir the Umbraresolve (129% power, 5 apr, light element) Runukalthodir the Umbraresolve (129% power, 5 apr, light element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +22.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Con Changes resistances: +3% acid / +9% fire / +6% nature / +3% temporal Changes damage: +25% light / +9% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Life regen: +1.60 Spellpower: +29 (+5 eff.) Spell crit. chance: +7% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of breaching (136% power, 6 apr, physical element) infernal dragonbone starstaff of breaching (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. 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: Damage (Melee): 35 fire Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +40.00% Spellpower: +24 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of might (136% power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of might (136% power, 6 apr, lightning 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: +9.0% Physical power: +15 (+3 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 195% Range: 1.4x Uses stat: 84% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 184.9 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Velytha the Blazewind Velytha the BlazewindPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 81% chance to daze Changes stats: +3 Dex / +7 Mag / +2 Wil / +2 Con Changes resistances penetration: +10% lightning Reduced damage from: +45% Summoned Maximum encumbrance: +57 Mana each turn: +0.60 Maximum mana: +60.00 Light radius: +2 Infravision radius: +4 A belt that goes around your waist. |
balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +12 Dex / +10 Cun / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of burglary spiritwalker's drakeskin leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Mag / +5 Cun / +10 Lck Trap disarming bonus: +30 Stealth bonus: +15 Mana each turn: +0.60 Maximum mana: +60.00 Infravision radius: +6 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of recklessness spiritwalker's drakeskin leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +6 Mag Critical mult.: +13.00% Mana each turn: +0.53 Maximum mana: +53.00 A belt that goes around your waist. |
Blackbone the elven-silk cloak (3 def, 0 armour) Blackbone the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +5 Dex / +6 Con Changes resistances: +10% lightning / +18% temporal / +25% darkness / +15% fire / +12% nature / +22% acid / +15% blight / +10% cold / +12% mind Changes resistances penetration: +34% darkness / +20% mind Changes damage: +37% darkness Talent mastery: +0.40 Technique / Combat training Stealth bonus: +25 Spell save: -23 (-6 eff.) Stamina each turn: +1.10 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningstrike (3 def, 0 armour) Morningstrike (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 89% chance to blind * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane Changes stats: +4 Cun / +4 Dex Changes resistances: +10% acid / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +15% arcane Changes damage: +9% temporal Physical save: +15 (+4 eff.) Mental save: +11 (+3 eff.) Mana when firing critical spell: +4.00 Only die when reaching: -50.00 life Spell crit. chance: +6% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismworth the elven-silk cloak (13 def, 0 armour) Prismworth the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +18% fire / +25% light / +12% nature Changes resistances penetration: +5% light Stealth bonus: +15 Physical save: +60 (+14 eff.) Spell save: +20 (+5 eff.) Mental save: +31 (+8 eff.) Blindness immunity: +5% Pinning immunity: +10% Hate when firing a critical mind attack: +1.00 Only die when reaching: -50.00 life Maximum life: +110.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 297.00 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Zubysetha the Blazequill (3 def, 0 armour) Zubysetha the Blazequill (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 16 temporal Changes stats: +3 Str / +3 Wil / +1 Con Changes resistances: +10% acid / +3% temporal / +10% cold / +10% fire / +15% mind / +13% lightning Changes resistances penetration: +15% arcane Changes damage: +14% arcane / +9% temporal Critical mult.: +30.00% Reduces incoming crit damage: 10.00% Maximum mana: +71.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Light radius: +3 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of conjuring (3 def, 0 armour) spellcowled elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +15% arcane Changes damage: +12% arcane Critical mult.: +30.00% Spell save: +12 (+3 eff.) Maximum mana: +176.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Ivyrima the Skygrind (5 def, 0 armour) Ivyrima the Skygrind (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 32 acid / 8 lightning Changes resistances: +18% lightning / +18% physical / +55% darkness / +6% cold / +57% mind Changes damage: +15% lightning / +18% physical Physical save: +36 (+9 eff.) Spell save: +79 (+18 eff.) Mental save: +80 (+18 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour) invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: -3% Changes resistances penetration: +8% physical Stamina each turn: +0.40 Maximum life: +31.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Eremevor' (0 def, 5 armour) pair of drakeskin leather boots 'Eremevor' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: -1% Damage when hit (Melee): 8 arcane Changes stats: +2 Dex / +6 Wil / +6 Cun / +11 Con Changes resistances penetration: +9% physical Changes damage: +18% physical Critical mult.: +6.00% Physical save: +27 (+7 eff.) Mental save: +25 (+6 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -20.00 life Maximum mana: +80.00 Mindpower: +9 (+2 eff.) Healing mod.: +15% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Khelotar' (0 def, 5 armour) pair of drakeskin leather boots 'Khelotar' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Fatigue: -2% Changes stats: +4 Str / +1 Wil / +4 Con Maximum encumbrance: +96 Physical save: +27 (+7 eff.) Silence immunity: +50% Confusion immunity: +49% Stun/Freeze immunity: +50% Life regen: +0.40 Psi when hit: +0.04 Maximum life: +40.00 Maximum stamina: +15.00 Light radius: +1 Healing mod.: +5% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Issodil the drakeskin leather gloves (0 def, 3 armour) Issodil the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +3 Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +8 Cun / +2 Wil Changes resistances: +13% darkness Changes damage: +6% physical Critical mult.: +9.00% Reduces incoming crit damage: 5.00% Physical save: +50 (+12 eff.) Life regen: +3.80 Stamina each turn: +2.30 Mana each turn: +0.27 Only die when reaching: -40.00 life Maximum stamina: +40.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +10% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour) brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +3 Changes stats: +5 Str / +5 Dex / +11 Cun Changes resistances: +15% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour) brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 12 arcane Changes stats: +4 Str / +4 Dex / +8 Mag / +8 Wil / +4 Cun Changes resistances: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Dawnwell (5 def, 0 armour) Dawnwell (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +8 Cun / +10 Wil Changes resistances: +6% temporal / +6% darkness / +15% fire / +37% cold / +12% light Changes damage: +20% cold Spell save: +3 (+1 eff.) Mental save: +30 (+8 eff.) Silence immunity: +25% Confusion immunity: +10% Pinning immunity: +10% Fear immunity: -20% Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 358 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Drolathablek the elven-silk wizard hat (3 def, 0 armour) Drolathablek the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +10% mind / +25% fire Changes damage: +12% mind / +17% fire Critical mult.: +9.00% Maximum encumbrance: +40 Physical save: +12 (+3 eff.) Mental save: +8 (+2 eff.) Maximum stamina: +10.00 Maximum psi: +34.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Githel the Shinemire (0 def, 3 armour) Githel the Shinemire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 darkness / 12 light Changes stats: +4 Str / +15 Dex / +12 Con Changes resistances: +19% darkness Changes resistances penetration: +5% darkness / +10% light Changes damage: +18% light / +9% temporal Infravision radius: +6 See invisible: +6 A cap made of leather. |
bladed rough leather cap of the depths (0 def, 1 armour) bladed rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +9% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 683.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
elven-silk wizard hat 'Mucusfame' (5 def, 0 armour) elven-silk wizard hat 'Mucusfame' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Cun / +7 Wil Changes resistances: +9% lightning / +1% physical Changes resistances penetration: +20% nature Physical save: +40 (+10 eff.) Blindness immunity: +10% Silence immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +10% Mana each turn: +3.00 Mana when hit: +2.80 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +2.30 Maximum mana: +110.00 Spellpower: +10 (+2 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
912 alchemist agate 912 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. |
72 onyx 72 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
193 alchemist topaz 193 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
37 aquamarine 37 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
75 lapis lazuli 75 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
42 opal 42 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
150 sapphire 150 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dridevon the voratun pickaxe (dig speed 17 turns) Dridevon the voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +16 Str / +3 Mag / +9 Wil Changes resistances: +18% blight / +15% cold Physical save: +9 (+2 eff.) Blindness immunity: +25% Cut immunity: +15% Disarm immunity: +30% Stun/Freeze immunity: +10% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
shattering voratun pickaxe (dig speed 12 turns) shattering voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +25% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Glarenail' (dig speed 5 turns) voratun pickaxe 'Glarenail' (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 nature / 12 acid Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances: +12% acid / +10% physical / +9% light Changes resistances penetration: +5% acid / +5% light / +10% nature Changes damage: +6% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Maximum life: +123.00 Maximum stamina: +30.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
52 alchemist spinel 52 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
71 emerald 71 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
146 jade 146 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
153 turquoise 153 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 51.52 cold damage and 94.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
watchleader's alchemist's lamp of corpselight watchleader's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% blight / +8% darkness Blindness immunity: +35% Confusion immunity: +19% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +8 Infravision radius: +5 See stealth: +14 See invisible: +24 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 27 blight damage or heals 36 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
669 alchemist ruby 669 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
192 bloodstone 192 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
161 fire opal 161 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
86 garnet 86 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
103 ruby 103 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 63 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
Beralen [power 171] (18 cooldown) Beralen [power 171] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +3 Damage when hit (Melee): 8 mind Changes stats: +3 Dex Changes resistances: +6% blight Maximum encumbrance: +20 Cut immunity: +25% Disarm immunity: +10% Healing mod.: +40% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Isiwen' [power 389] (9 cooldown) dwarven-steel torque of mindblast 'Isiwen' [power 389] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +1 Mag Changes resistances: +6% arcane / +9% darkness Reduces incoming crit damage: 10.00% It can be used to fire a blast of psionic energies in a range 9 beam (dam 194-389), putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psychoportation [power 107] (39 cooldown) overpowered voratun torque of psychoportation [power 107] (39 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 107), putting all charms on cooldown for 39 turns. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of clear mind [power 5] (9 cooldown) quiet voratun torque of clear mind [power 5] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence 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 9 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Darkcutter' [power 309] (30 cooldown) voratun torque of charged psionic shield 'Darkcutter' [power 309] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +3 Con Changes resistances: +9% mind / +9% darkness Changes resistances penetration: +5% mind Changes damage: +9% darkness / +9% mind Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +10 Telekinetic Blast Reduces incoming crit damage: 10.00% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 309 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Bethygarin' [power 66] (27 cooldown) voratun torque of psychoportation 'Bethygarin' [power 66] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Cun / +1 Wil Changes resistances: +10% arcane / +1% physical Changes damage: +6% physical Grants telepathy: Dragon Critical mult.: +12.00% Mental save: +3 (+1 eff.) Stamina each turn: +0.20 Hate when firing a critical mind attack: +3.00 It can be used to teleport randomly (rad 66), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
Barerig [power 200] (18 cooldown) Barerig [power 200] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web Maximum encumbrance: +30 Physical save: +9 (+2 eff.) Healing mod.: +15% It can be used to heal a target within range 9 (Willpower) for 200, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
Eludhevea the dragonbone totem of healing [power 367] (26 cooldown) Eludhevea the dragonbone totem of healing [power 367] (26 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +1 Fatigue: -6% Damage when hit (Melee): 8 mind Changes resistances: +12% blight / +3% light / +6% darkness Maximum wards: +4 acid / +4 nature / +5 light Changes damage: +9% mind Talents granted: +1 Ward +4 Lay Web Mental save: +20 (+5 eff.) It can be used to heal a target within range 9 (Willpower) for 367, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
41 amethyst 41 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 303.60 temporal and 303.60 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
overpowered dragonbone wand of clairvoyance [power 23] (9 cooldown) overpowered dragonbone wand of clairvoyance [power 23] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 23), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
54 alchemist moonstone 54 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
122 diamond 122 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
162 moonstone 162 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
185 pearl 185 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
77 quartz 77 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
176 alchemist zircon 176 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
150 amber 150 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Id Ad the Cornac Adventurer level 25
24th Dusk 122nd year of Ascendancy at 19:36 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Id Ad the Cornac Adventurer level 121
38th Regrowth 123rd year of Ascendancy at 06:24 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Id Ad the Cornac Adventurer level 63
40th Haze 122nd year of Ascendancy at 11:53 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Id Ad the Cornac Adventurer level 80
72nd Haze 122nd year of Ascendancy at 00:33 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Id Ad the Cornac Adventurer level 65
43rd Haze 122nd year of Ascendancy at 06:04 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Id Ad the Cornac Adventurer level 81
73rd Haze 122nd year of Ascendancy at 16:56 see stats
Exterminator
Killed 1000 creatures.By Id Ad the Cornac Adventurer level 24
20th Dusk 122nd year of Ascendancy at 03:09 see stats
Fear me not!
Survived the Fearscape!By Id Ad the Cornac Adventurer level 16
9th Flare 122nd year of Ascendancy at 00:59 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Id Ad the Cornac Adventurer level 19
7th Dusk 122nd year of Ascendancy at 08:17 see stats
Infinite x100
Got to level 100 of the infinite dungeon.By Id Ad the Cornac Adventurer level 92
2nd Allure 123rd year of Ascendancy at 07:45 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Id Ad the Cornac Adventurer level 30
39th Dusk 122nd year of Ascendancy at 10:25 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Id Ad the Cornac Adventurer level 40
66th Dusk 122nd year of Ascendancy at 22:28 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Id Ad the Cornac Adventurer level 49
9th Haze 122nd year of Ascendancy at 13:14 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Id Ad the Cornac Adventurer level 57
27th Haze 122nd year of Ascendancy at 09:42 see stats
Infinite x60
Got to level 60 of the infinite dungeon.By Id Ad the Cornac Adventurer level 64
41st Haze 122nd year of Ascendancy at 03:32 see stats
Infinite x70
Got to level 70 of the infinite dungeon.By Id Ad the Cornac Adventurer level 69
53rd Haze 122nd year of Ascendancy at 11:40 see stats
Infinite x80
Got to level 80 of the infinite dungeon.By Id Ad the Cornac Adventurer level 78
66th Haze 122nd year of Ascendancy at 11:18 see stats
Infinite x90
Got to level 90 of the infinite dungeon.By Id Ad the Cornac Adventurer level 86
3rd Decay 122nd year of Ascendancy at 18:49 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Id Ad the Cornac Adventurer level 61
36th Haze 122nd year of Ascendancy at 21:01 see stats
Level 10
Got a character to level 10.By Id Ad the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 05:45 see stats
Level 20
Got a character to level 20.By Id Ad the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 11:46 see stats
Level 30
Got a character to level 30.By Id Ad the Cornac Adventurer level 30
38th Dusk 122nd year of Ascendancy at 15:33 see stats
Level 40
Got a character to level 40.By Id Ad the Cornac Adventurer level 40
65th Dusk 122nd year of Ascendancy at 12:10 see stats
Level 50
Got a character to level 50.By Id Ad the Cornac Adventurer level 50
11st Haze 122nd year of Ascendancy at 05:09 see stats
Overpowered!
Did over 6000 damage in one attack.By Id Ad the Cornac Adventurer level 74
60th Haze 122nd year of Ascendancy at 02:52 see stats
Size is everything
Did over 1500 damage in one attack.By Id Ad the Cornac Adventurer level 28
34th Dusk 122nd year of Ascendancy at 20:39 see stats
Size matters
Did over 600 damage in one attack.By Id Ad the Cornac Adventurer level 16
7th Flare 122nd year of Ascendancy at 07:02 see stats
The Rat Lich
Killed the terrible Rat Lich.By Id Ad the Cornac Adventurer level 27
32nd Dusk 122nd year of Ascendancy at 14:52 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Id Ad the Cornac Adventurer level 20
8th Dusk 122nd year of Ascendancy at 22:00 see stats
The bigger the better!
Did over 3000 damage in one attack.By Id Ad the Cornac Adventurer level 60
33rd Haze 122nd year of Ascendancy at 00:39 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Id Ad the Cornac Adventurer level 43
74th Dusk 122nd year of Ascendancy at 08:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Id Ad the Cornac Adventurer level 30
39th Dusk 122nd year of Ascendancy at 09:40 see stats
Log
Id Ad activates Wildfire.
Id Ad deactivates Chant of Fortress.
Id Ad activates Chant of Fortress.
Id Ad deactivates Burning Wake.
Id Ad activates Burning Wake.
Id Ad deactivates Crystalline Focus.
Id Ad activates Crystalline Focus.
Id Ad deactivates Elemental Harmony.
Id Ad activates Elemental Harmony.
Id Ad deactivates Spellcraft.
Id Ad activates Spellcraft.
Id Ad deactivates Essence of Speed.
Id Ad activates Essence of Speed.
Id Ad deactivates Shielding.
Id Ad activates Shielding.
Id Ad deactivates Beyond the Flesh.
Id Ad activates Beyond the Flesh.
Id Ad deactivates Spellcraft.
Id Ad deactivates Chant of Fortress.
Id Ad deactivates Essence of Speed.
Id Ad deactivates Elemental Harmony.
Id Ad deactivates Crystalline Focus.
Id Ad deactivates Stealth.
Id Ad deactivates Dark Ritual.
Id Ad deactivates Arcane Shield.
Id Ad deactivates Quicken Spells.
Id Ad deactivates Beyond the Flesh.
Id Ad deactivates Burning Wake.
Id Ad deactivates Wildfire.
Id Ad deactivates Shielding.
