








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Brawler |
| Level / Exp | 69 / 86% |
| Size | huge |
| Lifes / Deaths | Killed by Edzimdiet the shalore at level 22 on the 29th Dusk 122nd year of Ascendancy at 14:49 4 / 3Killed by Mubra's Inner Demon at level 48 on the 13rd Regrowth 123rd year of Ascendancy at 13:31 Killed by Mubra's Inner Demon at level 59 on the 55th Pyre 123rd year of Ascendancy at 14:34 |
Primary Stats
| Strength | 134 (base 77) |
| Dexterity | 130 (base 76) |
| Constitution | 85 (base 16) |
| Magic | 98 (base 71) |
| Willpower | 97 (base 59) |
| Cunning | 129.6 (base 76) |
Resources
| Mana | 773/773 |
| Life | 3649/3649 |
| Positive | 188/234 |
| Stamina | 442/442 |
| Steam | 100/100 |
| Healing Factor | 2.4911764705883 |
| Regeneration | 80.091323529414 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +43.97476291869% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 74.4493264957 |
| See Invisible | 72.4493264957 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Barehand
| Damage | 319 |
| Accuracy | 86 |
| Crit Chance | 119% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Physical | +62% |
| Blight | +19% |
| Arcane | +16% |
| Mind | +19% |
| All | +7% |
Offense: Damage Penetration
| Nature | +5% |
| Acid | +25% |
| Physical | +81% |
| Temporal | +28% |
| Blight | +10% |
| Arcane | +10% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44 (100%) |
| Defense | 62 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 76 |
| Mental Save | 59 |
Defense: Resistances
| Lightning | + 47%( 70%) |
| Temporal | + 47%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 35%( 70%) |
| Darkness | + 44%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 36% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 49% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 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 1797% for 10 turns and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 186% efficiency and cooldown mod of 68%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 6/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.60 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Technique / Superiority | 1.50 |
| 4/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Combat veteran | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.40 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.60 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 6/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.20 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed training | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 6/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Striking Stance |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Exploit Weakness |
| talent | Shielding |
| talent | Arcane Shield |
| beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Eilinegakira the fiery orc wyrmic. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Emoba the large brown snake. Escort: lost sun paladin (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1952. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Tulegen' (0 def, 11 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +26% darkness / +30% temporal Changes resistances penetration: +20% darkness / +18% temporal Changes damage: +15% physical Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Spell save: +32 (+7 eff.) Silence immunity: +49% Confusion immunity: +36% Pinning immunity: +25% Stun/Freeze immunity: +44% Knockback immunity: +25% Teleport immunity: +100% Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 180% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+4 eff.) Blindness immunity: +100% Silence immunity: +0% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Aerobeth the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Stun/Freeze immunity: +36% Life regen: +5.00 Maximum life: +92.00 Mindpower: +15 (+4 eff.) Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +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. |
| Around neck | stralite amulet 'Wildbliss'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 acid Changes stats: +7 Str / +14 Dex / +7 Wil / +6 Cun / +7 Con Changes resistances penetration: +25% acid / +5% nature Cut immunity: +70% Life regen: +1.00 Stamina each turn: +0.80 Movement speed: +10% 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 256 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | drakeskin leather armour 'Lisymina' (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +2 Mag Changes damage: +12% blight Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +19.50 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +187.00 Maximum mana: +20.00 Healing mod.: +57% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
| Light source | KoryvorInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +4 Mag / +9 Wil / +4 Con Changes resistances: +14% blight Changes resistances penetration: +10% blight Changes damage: +12% mind / +9% arcane Critical mult.: +20.00% Spell save: +35 (+7 eff.) Mental save: +13 (+4 eff.) Life regen: +6.40 Light radius: +4 See stealth: +23 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | 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: +30% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +50% Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 54 power out of 60/60) : Effective talent level: 1.4 Power cost: 54 out of 60/60. Range: melee/personal 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 220.57 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around waist | Saludhebeth Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Fatigue: -20% Changes stats: +5 Str / +2 Mag / +3 Wil / +5 Con Changes resistances penetration: +11% physical / +10% arcane / +10% temporal Changes damage: +12% physical Maximum encumbrance: +50 Physical save: +8 (+2 eff.) Spell save: +11 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +2 A belt that goes around your waist. |
Inventory
medical injector implant (efficiency 160% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 61%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 179% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 87%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 156% / cooldown 85%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 85%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 113% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 130% / cooldown 57%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 219% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 219% efficiency and cooldown mod of 88%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 339)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the sneak (heal 342)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 342 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 274)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 and cleanse 1 wound and 1 poison effect. 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. |
regeneration infusion of the warrior (heal 824 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 824 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 509 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 509 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 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 17%; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical 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. Press to compare to your current inscriptions |
wild infusion (resist 16%; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 20%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 23%; 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 24%; 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 30%; 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 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (712% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (694% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the warrior (817% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 817% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 warrior (990% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 990% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 wizard (777% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 777% 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 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. |
movement infusion of the wizard (857% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 857% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (+22 for 9 turns, die at -799)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 22 for 9 turns. While Heroism is active, you will only die when reaching -799 life. 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 9 turns, die at -829)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: 21 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 23 for 9 turns. While Heroism is active, you will only die when reaching -829 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+24 for 8 turns, die at -977)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 8 turns. While Heroism is active, you will only die when reaching -977 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+26 for 12 turns, die at -894)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: 24 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 26 for 12 turns. While Heroism is active, you will only die when reaching -894 life. 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. |
manasurge rune (1089% regen over 10 turns; 54 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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1089% for 10 turns and instantly restoring 54 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. Press to compare to your current inscriptions |
manasurge rune of the sneak (1322% regen over 10 turns; 66 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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1322% for 10 turns and instantly restoring 66 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. Press to compare to your current inscriptions |
manasurge rune of the sneak (1535% regen over 10 turns; 77 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: 22 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 1535% for 10 turns and instantly restoring 77 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. Press to compare to your current inscriptions |
manasurge rune of the wizard (1520% regen over 10 turns; 76 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: 24 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 1520% for 10 turns and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
6 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
BogswiftInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Wil Changes resistances: +18% nature / +9% acid Changes resistances penetration: +10% nature Changes damage: +3% acid / +6% physical / +3% nature Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +6 Combat speed: +10% Amulets can have magical properties. |
Neruletha the KindlemasterPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +2 Mag Changes resistances: +26% light / +13% darkness Changes damage: +5% acid / +3% light / +4% fire / +5% lightning / +5% cold Blindness immunity: +22% Cut immunity: +50% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Healing mod.: +13% 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 256 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Ichorburst'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% physical Changes resistances penetration: +25% nature Changes damage: +21% nature Talent mastery: +0.16 Technique / Pugilism Blindness immunity: +15% Stamina each turn: +0.30 Light radius: +1 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
BleaksagePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +8 Dex / +2 Mag / +1 Wil / +8 Cun / +4 Con Changes damage: +5% light / +5% temporal / +17% darkness / +5% physical Talent mastery: +0.18 Cunning / Dirty fighting Reduces incoming crit damage: 15.00% Life regen: +0.80 Stamina each turn: +0.70 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Deepstitan the steel amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +2 Mag / +2 Wil Changes resistances: +6% temporal Changes resistances cap: +3% all Changes damage: +4% light / +5% temporal / +4% darkness / +5% physical Physical save: +8 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +10% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +8 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
IslubreveaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +1 Str / +2 Dex / +3 Mag / +2 Cun Changes damage: +12% physical Teleport immunity: +50% Combat speed: +20% It can be used to teleport you randomly (rad 34), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
MagmaravenInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Dex / +1 Mag / +7 Con Changes resistances: +3% fire Physical save: +7 (+2 eff.) Blindness immunity: +17% Life regen: +1.00 Maximum life: +42.00 Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
PorenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% darkness / +9% cold Changes damage: +3% mind Talent mastery: +0.15 Spell / Air Cut immunity: +50% Healing mod.: +14% 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 256 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Prismrage the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Changes resistances: +12% lightning Changes damage: +6% light Talent mastery: +0.15 Technique / Two-handed assault Disease immunity: +5% Stun/Freeze immunity: +25% Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Raguharahad the BrandshaperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Mag Changes resistances: +21% mind Changes resistances penetration: +5% mind / +5% fire Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Talent masteries: +0.18 Spell / Fire +0.18 Technique / Two-handed assault Confusion immunity: +28% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Crackletickler'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Changes stats: +3 Cun Changes resistances: +3% temporal / +1% physical Changes resistances penetration: +5% lightning Talent mastery: +0.22 Technique / Pugilism Physical save: +14 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Poison immunity: +5% Silence immunity: +15% Amulets can have magical properties. |
steel amulet 'Obsidianbutcher'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +4 Con Changes resistances penetration: +20% darkness Changes damage: +6% fire Physical save: +12 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +14 (+4 eff.) Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
ForestwreckerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +8 Mag Changes resistances: +15% nature Talent mastery: +0.28 Technique / Combat techniques Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 346 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Moldknave the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes resistances: +17% mind / +3% nature Changes damage: +9% arcane / +6% nature Mental save: +7 (+2 eff.) Confusion immunity: +40% Life regen: +1.70 Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
XerilenorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +3% acid / +3% temporal / +16% light / +12% darkness Changes resistances penetration: +15% temporal Talent mastery: +0.20 Technique / Finishing moves Blindness immunity: +42% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
gold amulet 'Aereduyadin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Dex / +7 Mag / +7 Con / +12 Lck Changes damage: +3% mind / +8% physical Combat speed: +10% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Cleanseshear the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Wil Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +10% nature Changes damage: +12% nature Physical save: +19 (+5 eff.) Spell save: +44 (+9 eff.) Mental save: +16 (+4 eff.) Life regen: +3.30 Amulets can have magical properties. |
FirenightCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 mind / 16 fire Changes stats: +7 Dex / +4 Wil / +7 Cun / +5 Con Changes resistances cap: +5% all Changes resistances penetration: +15% fire Changes damage: +15% fire Physical save: +16 (+4 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +17% Life regen: +0.70 Stamina each turn: +0.80 Mindpower: +11 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
RadiancelaceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +8 Dex / +8 Wil Changes resistances: +15% light Changes damage: +9% temporal Talent masteries: +0.34 Spell / Aegis +0.34 Spell / Enhancement Blindness immunity: +28% Light radius: +3 Infravision radius: +6 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 879.72 physical damage (based on Magic) in a radius of 3, costing 54 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
SulfurravenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +5 Str / +3 Dex / +2 Mag / +2 Cun / +6 Con Changes resistances: +18% mind Changes damage: +3% nature Confusion immunity: +44% Life regen: +1.10 Amulets can have magical properties. |
Tarrogar the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +2 Defense: +17 (+4 eff.) Changes stats: +17 Lck / +10 Con Changes damage: +21% physical Critical mult.: +6.00% Physical save: +13 (+3 eff.) Life regen: +1.30 Maximum life: +76.00 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 54 power out of 60/60) : Effective talent level: 2.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 45 power out of 80/80) : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
stralite amulet 'Adutira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -7% Changes stats: +8 Dex / +7 Cun / +7 Con Changes resistances: +27% temporal / +18% light / +14% darkness Blindness immunity: +37% Pinning immunity: +39% Knockback immunity: +31% Life regen: +1.30 Stamina each turn: +0.70 Maximum life: +20.00 Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Aluldir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes damage: +3% mind / +5% physical Physical save: +18 (+5 eff.) Spell save: +18 (+4 eff.) Mental save: +19 (+5 eff.) Blindness immunity: +18% Light radius: +2 Infravision radius: +7 Sight radius: +2 See invisible: +14 Combat speed: +10% Amulets can have magical properties. |
stralite amulet 'Durugrim'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +24% lightning Critical mult.: +5.00% Mental save: +13 (+4 eff.) Confusion immunity: +12% Stun/Freeze immunity: +20% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +33.00 Spell crit. chance: +4% Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
stralite amulet 'Flashrace'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +15% lightning Changes damage: +6% lightning / +8% physical / +6% nature Talent mastery: +0.30 Technique / Finishing moves Critical mult.: +15.00% Combat speed: +10% Amulets can have magical properties. |
stralite amulet 'Nimbusonslaught'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Fatigue: -12% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +7 Cun Changes resistances cap: +6% all Changes damage: +11% blight / +11% fire Critical mult.: +17.00% Physical save: +17 (+4 eff.) Spellpower: +13 (+3 eff.) Light radius: +3 Amulets can have magical properties. |
wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +7 Cun / +6 Con Blindness immunity: +22% Life regen: +0.70 Stamina each turn: +0.70 Infravision radius: +6 Sight radius: +2 See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
BranorekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +9 Wil / +4 Cun Changes resistances: +9% temporal Physical save: +25 (+6 eff.) Spell save: +24 (+5 eff.) Mental save: +40 (+10 eff.) Cut immunity: +80% Confusion immunity: +25% Mindpower: +15 (+4 eff.) Healing mod.: +27% 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 389 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Chamichak the LightpyreInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +6 Dex Changes resistances: +20% temporal Changes damage: +18% mind / +9% light Physical save: +22 (+6 eff.) Spell save: +24 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +50% Knockback immunity: +41% Light radius: +3 Amulets can have magical properties. |
CorruptionkillerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +5 Wil / +4 Con Changes resistances: +6% acid / +6% nature / +3% darkness Changes resistances penetration: +10% nature Changes damage: +9% nature Mental save: +14 (+4 eff.) Confusion immunity: +23% Life regen: +3.40 Mindpower: +15 (+4 eff.) Amulets can have magical properties. |
DelyrachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +20 (+5 eff.) Fatigue: -8% Changes stats: +3 Mag / +4 Wil / +12 Cun / +2 Con / +20 Lck Changes resistances: +6% fire Changes damage: +6% acid Life regen: +4.20 Light radius: +3 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Ganne the voratun amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +7 Mag Changes resistances: +12% acid / +15% temporal Changes resistances penetration: +5% temporal Changes damage: +28% blight / +23% fire Critical mult.: +37.00% Spellpower: +29 (+7 eff.) Amulets can have magical properties. |
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 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 5.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 502.15 physical damage in a radius 8 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. |
Glorariana the FlashrockInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +4 Defense: +32 (+8 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +20 Lck Changes resistances: +30% mind / +9% fire Changes resistances cap: +6% all Changes resistances penetration: +27% lightning Physical save: +27 (+7 eff.) Confusion immunity: +50% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Gonn the FlashreignPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Fatigue: -9% Changes stats: +6 Mag / +1 Wil / +1 Cun Changes resistances: +9% light Changes damage: +7% light / +8% temporal / +7% darkness / +8% physical Critical mult.: +19.00% Life regen: +3.80 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +2 (+1 eff.) Mental crit. chance: +6% Light radius: +2 Amulets can have magical properties. |
Gotta the CoalvortexInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +3 Dex / +2 Mag / +4 Con Physical save: +16 (+4 eff.) Cut immunity: +50% Life regen: +1.80 Maximum life: +60.00 Healing mod.: +22% 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 389 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Sewerpain the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 nature Changes stats: +6 Mag / +6 Wil / +5 Cun Changes resistances: +18% mind Talent masteries: +0.39 Spell / Air +0.39 Spell / Fire Mental save: +14 (+4 eff.) Confusion immunity: +62% Stamina each turn: +0.60 Mindpower: +15 (+4 eff.) Amulets can have magical properties. |
Unryrain the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 21% chance to disease Damage when hit (Melee): 8 arcane Changes stats: +10 Dex / +6 Cun / +10 Con Changes resistances: +30% cold / +30% fire / +15% physical Spell save: +10 (+2 eff.) Life regen: +1.50 Stamina each turn: +2.30 Vim when firing critical spell: +2.00 Spell crit. chance: +1% Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
enraging voratun amulet of perfection (0.40 Steamtech / Physics,0.40 Spell / Stone)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +7% physical Talent masteries: +0.40 Steamtech / Physics +0.40 Spell / Stone Combat speed: +10% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Bloomhunger'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +10 Dex Changes resistances: +30% light / +29% darkness Changes resistances penetration: +20% arcane / +28% nature Changes damage: +15% arcane Critical mult.: +19.00% Blindness immunity: +46% Amulets can have magical properties. |
voratun amulet 'Duristir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +6 Con Physical save: +44 (+11 eff.) Spell save: +28 (+6 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +40% Life regen: +3.00 Stamina each turn: +0.40 Maximum life: +80.00 Maximum stamina: +5.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
voratun amulet 'Heatlash'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +19 (+5 eff.) Damage when hit (Melee): 4 physical / 8 fire Changes stats: +10 Str / +9 Wil / +18 Lck Changes resistances: +9% temporal / +9% fire Physical save: +6 (+2 eff.) Maximum life: +20.00 Maximum stamina: +20.00 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
voratun amulet 'Shadeblur'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +3% nature / +10% physical / +15% light / +31% darkness Cut immunity: +70% Combat speed: +10% Healing mod.: +26% 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 256 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Morbuswind the copper ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 nature Changes resistances: +6% fire / +24% darkness / +6% nature Changes resistances penetration: +15% nature / +5% fire Changes damage: +12% darkness / +21% nature Silence immunity: +22% Mana each turn: +0.13 Spellpower: +6 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Xerythra the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Dex Changes resistances: +3% light / +6% darkness Mental save: +20 (+5 eff.) Knockback immunity: +15% Life regen: +0.70 Maximum life: +40.00 Healing mod.: +13% Rings can have magical properties. |
Zubevena the BlazequellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind / 8 fire Changes stats: +2 Wil / +2 Con Changes resistances: +3% fire Changes damage: +9% mind Spell save: +11 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +25% Psi when hit: +0.08 Maximum stamina: +13.00 Infravision radius: +4 See stealth: +7 See invisible: +7 Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
Ce'Nina the PoxwakerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane Changes stats: +6 Dex / +6 Cun / +2 Con Changes resistances penetration: +10% arcane Spell save: +13 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +26% Maximum stamina: +15.00 Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Hanakhad the PyrecastPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 fire Changes resistances: +26% light / +6% fire Changes resistances penetration: +20% acid Changes damage: +13% light / +3% fire Life regen: +0.60 Maximum life: +52.00 Healing mod.: +14% Rings can have magical properties. |
Hanibar the BalancenightPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 20 nature / 4 fire Changes stats: +5 Cun / +5 Dex Changes resistances: +15% acid / +12% fire / +13% lightning / +10% cold Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Belathra the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +9 Cun / +6 Con Changes resistances penetration: +20% arcane Changes damage: +6% arcane Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Polawen the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +5% nature / +5% blight Spell save: +10 (+2 eff.) Poison immunity: +15% Disease immunity: +10% Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Maximum stamina: +16.00 Spellpower: +4 (+1 eff.) Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vilefiend the gold ringRequires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +20% nature Changes damage: +9% nature Spell save: +30 (+6 eff.) Stun/Freeze immunity: +38% Life regen: +2.60 Rings can have magical properties. This item has been sent to the Item's Vault. |
gold ring 'Brightworth'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +2 Con Changes damage: +15% arcane / +15% light Physical save: +4 (+1 eff.) Stun/Freeze immunity: +26% Life regen: +2.00 Light radius: +1 Rings can have magical properties. |
gold ring 'Singeknave'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 18% chance to blind Damage (Melee): 31 light Effects on ranged hit: * 19% chance to blind Damage (Ranged): 23 light Damage when hit (Melee): 4 blight / 16 fire Changes stats: +5 Str / +4 Mag / +4 Cun Changes resistances: +6% fire Changes damage: +12% blight Spellpower: +8 (+2 eff.) Rings can have magical properties. |
DagegafangPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes damage: +12% blight Physical save: +12 (+3 eff.) Blindness immunity: +36% Life regen: +1.30 Mana each turn: +0.08 Mana when firing critical spell: +4.00 Vim when firing critical spell: +4.00 Maximum life: +65.00 Infravision radius: +5 See stealth: +17 See invisible: +12 Healing mod.: +26% Rings can have magical properties. |
Delihell the BoltstingPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +6 Mag / +7 Cun Changes resistances: +3% temporal Changes resistances penetration: +29% lightning Mental save: +13 (+4 eff.) Confusion immunity: +44% Spellpower: +12 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Emelywen the GleamlaceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 4 light Changes stats: +5 Cun Changes resistances: +42% fire / +2% physical / +6% temporal Changes damage: +6% all / +18% fire Disease immunity: +5% Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum hate: +10.00 Spellpower: +11 (+3 eff.) Mindpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Getularek the CharenvyInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Defense: +11 (+3 eff.) Damage when hit (Melee): 12 fire Changes resistances: +31% acid / +6% temporal / +5% arcane / +3% lightning Changes damage: +14% acid Stun/Freeze immunity: +30% Life regen: +4.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Samifast the DazzlewhisperInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +34% acid / +13% nature / +11% blight Changes resistances penetration: +5% acid Changes damage: +41% acid Poison immunity: +20% Disease immunity: +16% Mindpower: +9 (+3 eff.) Light radius: +3 Rings can have magical properties. |
SootlashPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +6 Mag / +3 Wil / +2 Cun / +5 Con Changes resistances: +34% nature Changes resistances penetration: +10% blight / +10% arcane Changes damage: +17% nature Spell save: +18 (+4 eff.) Mana when firing critical spell: +3.00 Maximum stamina: +29.00 Spellpower: +13 (+3 eff.) Rings can have magical properties. |
XidataPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 blight Changes stats: +4 Str Changes resistances: +26% light Changes damage: +3% blight / +12% temporal / +13% light Stun/Freeze immunity: +23% Life regen: +2.80 Rings can have magical properties. |
Zubetira the MagmapulverizerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +28% darkness Changes resistances penetration: +10% fire Changes damage: +9% blight / +6% fire / +14% darkness Disarm immunity: +34% Pinning immunity: +34% Stun/Freeze immunity: +44% Knockback immunity: +32% Life regen: +3.20 Maximum life: +41.00 Rings can have magical properties. |
mule's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -6% Maximum encumbrance: +31 Spellpower: +9 (+2 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
stralite ring 'Hathakath'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Armour: +4 Defense: +13 (+3 eff.) Changes stats: +4 Mag Changes resistances: +12% blight Changes damage: +12% blight Silence immunity: +23% Life regen: +0.80 Mana each turn: +0.25 Only die when reaching: -60.00 life Light radius: +2 Healing mod.: +5% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Politira'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +2 Dex / +9 Mag / +6 Cun Changes resistances: +7% nature / +7% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Spell save: +12 (+3 eff.) Poison immunity: +24% Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 See invisible: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
warrior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +8 Defense: +9 (+2 eff.) Changes stats: +4 Str Movement speed: +14% 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: 3.0 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 31% for 5 turns. Rings can have magical properties. |
BetukiraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% blight / +3% temporal / +11% nature / +5% arcane Reduces incoming crit damage: 15.00% Poison immunity: +29% Disease immunity: +26% Stun/Freeze immunity: +26% Life regen: +5.10 Maximum life: +83.00 Light radius: +3 Healing mod.: +27% Rings can have magical properties. |
Blaze's kiss the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid / 20 fire Changes stats: +8 Cun / +8 Wil Changes resistances: +40% nature / +12% fire Changes resistances penetration: +5% acid Changes damage: +20% nature / +9% acid Life regen: +1.90 Maximum life: +100.00 Mindpower: +13 (+4 eff.) Healing mod.: +29% Rings can have magical properties. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 105.99 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
IsiyamaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +4 Mag / +8 Wil / +10 Cun / +3 Con Changes resistances: +28% acid / +28% fire / +30% lightning / +30% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +43% Life regen: +4.80 Mindpower: +13 (+4 eff.) Infravision radius: +1 See invisible: +3 Rings can have magical properties. |
Layulle the StarvortexPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 27% chance to blind Damage (Ranged): 43 light Changes stats: +1 Mag / +8 Con Changes resistances penetration: +10% light Grants telepathy: Demon/Minor Demon/Major Spell save: +20 (+4 eff.) Stun/Freeze immunity: +36% Life regen: +3.10 Vim when firing critical spell: +2.00 Maximum stamina: +35.00 Rings can have magical properties. |
Malileg the PuspainCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +9 Physical power: +11 (+1 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Str / +8 Dex / +8 Con Changes resistances: +3% darkness Changes damage: +21% nature / +6% darkness It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nidukath the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Changes stats: +6 Cun / +7 Wil Changes resistances: +15% blight / +6% temporal / +7% nature / +6% darkness Mental save: +32 (+8 eff.) Poison immunity: +26% Disease immunity: +17% Confusion immunity: +41% Pinning immunity: +15% Mindpower: +12 (+3 eff.) Rings can have magical properties. |
Radhiblek the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Physical power: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +10 Str / +1 Mag / +10 Con Reduces incoming crit damage: 15.00% Silence immunity: +34% Mana each turn: +0.40 Infravision radius: +3 See invisible: +6 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Ulfylen the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +13 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +6 Str / +10 Dex / +7 Cun / +9 Con Changes resistances penetration: +5% arcane / +20% acid Blindness immunity: +50% Infravision radius: +4 See stealth: +14 See invisible: +13 Rings can have magical properties. |
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 231.90 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. |
VoryssraPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Physical power: +12 (+1 eff.) Changes stats: +7 Cun / +7 Mag Changes resistances: +6% acid / +36% darkness / +40% light Changes resistances penetration: +5% physical Changes damage: +18% darkness / +20% light Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life Spellpower: +13 (+3 eff.) Rings can have magical properties. |
solipsist's voratun ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 39 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 34 light Changes stats: +6 Cun / +6 Wil Mindpower: +13 (+4 eff.) Rings can have magical properties. |
voratun ring 'Blazeworm'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind / 4 blight Changes stats: +6 Dex Changes resistances: +3% light / +3% blight Changes resistances penetration: +15% mind Stun/Freeze immunity: +36% Life regen: +6.50 Maximum life: +78.00 Light radius: +2 Healing mod.: +22% Rings can have magical properties. |
voratun ring 'Dawnspire'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str / +2 Mag / +6 Wil / +7 Cun Changes damage: +12% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +49% Life regen: +4.60 Mindpower: +8 (+2 eff.) Light radius: +1 Rings can have magical properties. |
voratun ring 'Flameknight'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 8 mind / 16 fire Changes stats: +8 Dex / +9 Wil / +17 Cun Changes resistances: +32% acid Changes damage: +16% acid Mindpower: +13 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
voratun ring 'Layylle'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +36 (+4 eff.) Changes stats: +10 Wil Changes damage: +16% all Critical mult.: +9.00% Physical save: +30 (+8 eff.) Mental save: +20 (+5 eff.) Life regen: +0.60 Spellpower: +37 (+8 eff.) Mindpower: +32 (+8 eff.) Healing mod.: +5% Rings can have magical properties. |
voratun ring 'Samuregodan'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +18 (+4 eff.) Changes stats: +7 Mag / +7 Wil / +9 Cun Changes resistances: +40% nature / +4% physical Changes damage: +20% nature / +9% physical Stamina each turn: +0.60 Maximum life: +10.00 Spellpower: +12 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
Camethad the Hellkiss (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +18 (+4 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +6 Mag / +5 Wil / +2 Cun Changes damage: +30% blight / +6% fire / +12% light / +12% mind Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Mana each turn: +0.39 Maximum mana: +209.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
Salunor the dragonbone starstaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +4 Str / +2 Dex / +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +33 (+8 eff.) Life regen: +1.70 Maximum life: +40.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +28% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 123.32 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Skykill' (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 46% When wielded/worn: Defense: +25 (+6 eff.) Damage (Melee): 9 % chance of confusion Changes resistances penetration: +15% lightning / +10% mind Changes damage: +6% lightning / +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +22 (+5 eff.) Spell crit. chance: +20% Damage Shield penetration: +47% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Airhunt the voratun greatsword (172% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +83 insidious poison When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +15% temporal / +14% all Changes resistances penetration: +21% nature / +15% lightning Changes damage: +6% temporal Massive two-handed swords. |
Yarurofast the voratun greatsword (177% power, 5 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 47% chance to disease * 49% chance to daze at end of turn Burst (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +21 Physical crit. chance: +24.0% Changes stats: +10 Str / +16 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning / +5% blight Critical mult.: +28.00% Light radius: +1 Massive two-handed swords. |
Cyrita the Dayream (157% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +25 mind When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +7 Wil / +7 Cun / +7 Con Changes resistances: +15% mind Changes resistances penetration: +15% physical / +14% mind / +15% darkness Changes damage: +3% acid / +3% light / +6% mind Disarm immunity: +35% Light radius: +3 Blunt and deadly. |
Poxbrawn (154% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 mind / 8 nature Changes resistances: +12% nature / +9% fire Changes resistances penetration: +20% nature / +15% mind / +15% darkness Changes damage: +12% fire Blunt and deadly. |
voratun waraxe 'Isimira' (149% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +4 Physical crit. chance: +16.0% Physical power: +26 (+3 eff.) Changes stats: +8 Con Changes resistances: +2% physical / +8% all Changes resistances penetration: +15% nature / +11% physical Disarm immunity: +35% One-handed war axes. |
voratun dagger 'Blazestake' (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Nature Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +8 lightning / +11 temporal Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +22 Physical crit. chance: +6.0% Damage when hit (Melee): 20 lightning / 16 temporal Changes resistances: +16% temporal Changes resistances penetration: +20% nature / +12% physical Changes damage: +3% nature / +12% physical Critical mult.: +16.00% Sharp, short and deadly. |
voratun dagger 'Ce'Niwyn' (145% power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 46% chance to disease Damage (Melee): +13 temporal / +16 nature Burst (radius 2) on crit: +4 physical When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 4 blight Changes resistances: +1% physical / +7% all Changes resistances penetration: +12% nature / +12% physical Changes damage: +12% physical Critical mult.: +3.00% Sharp, short and deadly. |
Borytar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural sand should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Damage when hit (Melee): 19 physical Changes stats: +2 Con Changes resistances: +22% physical Changes resistances penetration: +10% acid / +10% fire / +10% cold / +28% physical Changes damage: +15% acid / +15% fire / +11% cold / +34% physical Physical save: +10 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +25 (+7 eff.) Silence immunity: +20% Equilibrium when hit: +1.80 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ThunderwrestRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Burst (radius 2) on crit: +2 lightning When wielded/worn: Changes stats: +12 Dex Changes resistances: +6% acid / +2% physical / +3% lightning Changes resistances penetration: +70% physical Changes damage: +9% lightning / +33% physical Physical save: +9 (+2 eff.) Stamina each turn: +0.40 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Armulathagund'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 2) on crit: +2 mind When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +11.0% Changes stats: +2 Cun / +1 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% mind Changes damage: +54% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Hate when firing a critical mind attack: +2.00 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Glitterward'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to cause random gloom * 20% chance to disease * 30% chance to corrode armour by 30% Burst (radius 2) on crit: +2 blight / +4 mind / +2 light When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +23.0% Changes resistances: +6% light Changes resistances penetration: +20% acid Changes damage: +12% blight Life regen: +4.00 Longbows are used to shoot arrows at your foes. |
IvibethRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +34 nature Burst (radius 1) on hit: +2 physical When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Dex Changes resistances: +2% physical / +12% temporal / +10% all Changes resistances penetration: +15% nature / +22% physical Changes damage: +21% physical Maximum stamina: +15.00 Slings are used to hurl stones or metal shots at your foes. |
Unlighttitan the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Ranged): +18 acid Burst (radius 2) on crit: +2 darkness / +2 light When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +22% acid / +40% physical / +9% light / +3% darkness Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
Blindprophet (21/21, 164% power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 47% chance to inflict 15% damage reduction * Slows global speed by 47% * 25% chance to put talents on cooldown Damage (Ranged): +42 lightning / +8 darkness / +4 nature Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +23 lightning Arrows are used with bows to pierce your foes to death. |
Shineglean the quiver of dragonbone arrows (23/23, 164% power, 23 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Travel speed: +200% Damage (Ranged): +30 temporal / +16 light / +30 gravity / +27 bleed / +30 physical Burst (radius 1) on hit: +4 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Thunderonslaught' (22/22, 164% power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance to put talents on cooldown * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +30 gravity / +38 manaburn arcane / +12 acid Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
Porisevena the pouch of stralite shots (22/22, 150% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 150% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 20% chance to disease * 20% chance to curse the target * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Ranged): +11 acid / +14 darkness / +13 blight / +16 mind / +10 lightning Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 blight Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Brodoyon the Demonwrecker (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Cun Changes resistances: +12% lightning / +22% darkness / +5% arcane / +12% fire / +3% nature / +20% mind Changes resistances penetration: +12% darkness / +20% physical Changes damage: +20% darkness / +12% physical Critical mult.: +18.00% Physical save: +20 (+5 eff.) Spell save: +18 (+4 eff.) Mental save: +39 (+10 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum hate: +13.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
elven-silk robe 'Gorakor' (5 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Defense: +5 (+1 eff.) Changes stats: +9 Con Changes resistances: +21% lightning / +23% mind / +19% darkness Changes damage: +20% nature / +14% lightning Physical save: +40 (+10 eff.) Spell save: +20 (+4 eff.) Mental save: +36 (+9 eff.) Poison immunity: +50% Disease immunity: +47% Life regen: +0.60 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. |
elven-silk robe 'Taintjam' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 nature / 8 temporal Changes stats: +8 Mag Changes resistances: +50% mind / +29% darkness Changes resistances penetration: +15% acid / +12% temporal / +15% physical Changes damage: +17% temporal / +20% mind / +20% physical Physical save: +16 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +40 (+10 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduces paradox anomalies(equivalent to willpower): +16 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. |
Grinedrasin the Searwar (20 def, 15 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +15 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +8 Cun Changes resistances: +30% acid / +9% fire Changes resistances penetration: +5% fire Critical mult.: +20.00% Spell save: +6 (+1 eff.) Mental save: +25 (+7 eff.) Vim when firing critical spell: +2.00 Maximum psi: +40.00 Spellpower: +8 (+2 eff.) A suit of armour made of leather. |
Holdil (13 def, 31 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +31 Defense: +13 (+3 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 7 fire Changes stats: +8 Cun / +10 Dex Changes resistances: +20% fire / +6% mind / +28% physical Spell save: +26 (+6 eff.) Silence immunity: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Ulfyvor the Barkfear (20 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +20 (+5 eff.) Fatigue: +16% Changes stats: +15 Cun / +9 Wil Changes resistances: +10% arcane Changes resistances penetration: +10% lightning / +15% nature / +15% blight Changes damage: +6% nature / +12% blight Spell save: +25 (+5 eff.) Mental save: +49 (+13 eff.) A suit of armour made of mail. |
Bydunagorn (9 def, 34 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +3 Str / +4 Dex / +8 Wil / +9 Cun / +3 Con Changes resistances: +9% lightning / +10% physical Physical save: +21 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Light radius: +3 A suit of armour made of metal plates. |
Dagiyon the voratun plate armour (24 def, 30 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +30 Defense: +24 (+6 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Cun / +6 Con Changes resistances: +15% acid / +19% physical / +12% cold / +15% lightning / +15% fire Changes resistances penetration: +15% mind Talent cooldown: Rush (-5 turns) Physical save: +20 (+5 eff.) Mental save: +25 (+7 eff.) Disarm immunity: +36% Stun/Freeze immunity: +32% Knockback immunity: +40% Maximum life: +60.00 Maximum stamina: +5.00 Healing mod.: +15% A suit of armour made of metal plates. |
voratun plate armour 'Bilebreaker' (12 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +26% Changes stats: +1 Con Changes resistances: +3% physical / +29% fire Changes damage: +6% nature Critical mult.: +6.00% Life regen: +12.00 Stamina each turn: +2.30 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of metal plates. |
voratun plate armour 'Morningobsidian' (9 def, 30 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +12 Str / +5 Con Changes resistances: +15% acid / +30% physical / +20% darkness / +15% lightning / +6% nature / +13% fire / +9% arcane / +9% cold Changes damage: +6% light Talent cooldown: Rush (-5 turns) Spell save: +25 (+5 eff.) Disarm immunity: +39% Pinning immunity: +5% Stun/Freeze immunity: +37% Knockback immunity: +40% Teleport immunity: +5% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Coalwreath the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +1 Str / +6 Mag / +6 Wil Changes damage: +3% darkness Reduced damage from: +39% Summoned Mental save: +13 (+4 eff.) Mana each turn: +0.60 Maximum life: +107.00 Maximum mana: +60.00 A belt that goes around your waist. |
FilthrebelPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Fatigue: -7% Changes stats: +2 Con Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +13.00% Maximum encumbrance: +40 Life regen: +2.30 Infravision radius: +3 See invisible: +9 Healing mod.: +20% A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Bethonor'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +9% acid Changes resistances penetration: +20% physical Changes damage: +25% physical Trap disarming bonus: +26 Stealth bonus: +15 Blindness immunity: +45% Silence immunity: +10% Knockback immunity: +10% Life regen: +3.60 Infravision radius: +6 Healing mod.: +30% A belt that goes around your waist. |
IslulennRequires: - Level 15 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Cun / +4 Dex Changes damage: +6% arcane Critical mult.: +11.00% Spell save: +10 (+2 eff.) Stun/Freeze immunity: +5% Mana when firing critical spell: +2.00 Mental crit. chance: +6% Size category: +1 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.4 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Scorchswift (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +8 Wil / +5 Cun Changes resistances penetration: +22% arcane Changes damage: +6% blight / +15% fire / +21% arcane Critical mult.: +23.00% Maximum mana: +65.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Mental 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. |
elven-silk cloak 'Douroracle' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 23 darkness Changes stats: +6 Mag / +6 Wil Changes resistances: +6% acid / +28% temporal / +59% darkness Changes resistances penetration: +29% darkness / +10% nature Changes damage: +25% darkness Stealth bonus: +25 Spell save: +14 (+3 eff.) Maximum mana: +62.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Adora' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +1 Mag / +4 Con Changes resistances: +5% lightning / +8% temporal Physical save: +0 (+0 eff.) Silence immunity: +32% Confusion immunity: +24% Pinning immunity: +0% Stun/Freeze immunity: +28% Knockback immunity: +0% Teleport immunity: +0% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +10.00 Spell crit. chance: +2% Healing mod.: +15% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 4.5 Power cost: 23 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Lisudata the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +1 Dex / +1 Wil / +5 Cun / +6 Con Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +20% mind Physical save: +35 (+9 eff.) Spell save: +14 (+3 eff.) Mental save: +37 (+10 eff.) Light radius: +1 Infravision radius: +3 See invisible: +9 A pair of boots made of leather. |
Relgadedas the pair of drakeskin leather boots (8 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +3 Str Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Spell save: +20 (+4 eff.) Life regen: +2.40 Stamina each turn: +1.30 Maximum stamina: +38.00 Healing mod.: +25% A pair of boots made of leather. |
Starpunish the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +3 Mag / +3 Wil Changes resistances: +6% mind / +7% fire / +6% light / +9% cold Changes resistances penetration: +20% mind Silence immunity: +42% Confusion immunity: +23% Stun/Freeze immunity: +39% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Torehell (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +2 Wil / +5 Cun / +6 Con Changes damage: +9% blight Maximum encumbrance: +50 Physical save: +40 (+10 eff.) Mental save: +24 (+6 eff.) Mana each turn: +0.04 Maximum mana: +40.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Movement speed: +20% Damage Shield penetration: +40% A pair of boots made of leather. |
pair of drakeskin leather boots 'Gona' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +5 Con Changes resistances: +13% lightning / +13% temporal Grants telepathy: Dragon Physical save: +18 (+5 eff.) Mental save: +25 (+7 eff.) Life regen: +2.50 Maximum psi: +30.00 Healing mod.: +30% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Dawnwreath the pair of voratun boots (3 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +4% Changes resistances: +6% temporal / +2% physical / +5% arcane / +9% fire Changes resistances penetration: +5% light Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +35 (+9 eff.) Disease immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lorydir the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +7 Dex / +6 Mag / +4 Cun / +2 Con Maximum encumbrance: +41 Physical save: +18 (+5 eff.) Spell save: +18 (+4 eff.) Mental save: +14 (+4 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardonik the Jethue (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +9% temporal / +6% light / +6% blight / +6% fire Life regen: +5.50 Stamina each turn: +1.30 Maximum stamina: +39.00 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Glomira' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +3 Mag / +4 Wil / +2 Cun Mana each turn: +0.08 Vim when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) See invisible: +6 Movement speed: +20% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 6 cold / 9 arcane / 6 lightning Changes stats: +8 Mag / +8 Wil Changes resistances: +5% arcane When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 ice / +4 acid / +16 fire / +9 arcane / +10 lightning 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eclipsetyphoon the drakeskin leather gloves (0 def, 23 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +23 Armour Hardiness: +12% Fatigue: -4% Changes stats: +1 Str / +12 Con Changes resistances: +6% physical Changes resistances penetration: +25% acid Changes damage: +6% darkness Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% Mana each turn: +0.19 Spellpower: +11 (+3 eff.) Spell crit. chance: +8% Light radius: +3 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +14 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 70% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 115.32 fire damage and 115.32 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Loamzeal the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +3 Damage (Melee): 11 cold Changes stats: +8 Str / +5 Dex / +4 Cun Changes resistances: +7% cold / +3% nature / +6% light Changes damage: +6% nature / +9% cold Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * Slows global speed by 40% Damage (Melee): +4 nature Burst (radius 2) on crit: +10 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Airumbra' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -2% Damage (Melee): 16 arcane Changes stats: +5 Str / +3 Dex / +16 Mag / +15 Wil / +5 Con Changes resistances: +10% arcane Changes resistances penetration: +20% physical Changes damage: +8% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +39% When used to modify unarmed attacks: Power: 137% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +34 arcane / +12 lightning Burst (radius 2) on crit: +15 arcane 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Falesta the Bleakreek (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 acid / 15 temporal / 7 fire / 10 lightning / 9 cold Damage (Ranged): 14 temporal Changes stats: +4 Wil / +9 Mag Changes resistances: +3% darkness / +9% temporal Changes damage: +9% arcane / +5% temporal When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% On weapon hit: * 20% chance to inflict 15% damage reduction * 13% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 ice / +24 lightning / +16 acid / +32 fire / +17 arcane Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +10 arcane / +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Mardigofang (0 def, 33 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +33 Armour Hardiness: +11% Damage (Melee): 12 physical Changes stats: +7 Str / +4 Dex / +4 Cun / +12 Con Changes resistances: +11% physical Changes damage: +6% arcane / +9% physical Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Stamina each turn: +0.80 Only die when reaching: -40.00 life Spell crit. chance: +2% When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +14 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Salokira the voratun gauntlets (6 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +7 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 12 blight Changes stats: +6 Cun / +5 Mag Changes resistances: +8% blight / +9% light / +8% darkness Changes damage: +7% blight Critical mult.: +14.00% Spell save: +30 (+6 eff.) Disease immunity: +15% Spell crit. chance: +16% Mental crit. chance: +12% Infravision radius: +2 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +15 blight / +30 light / +49 darkness 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 86.29 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. |
brawler's voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 arcane Changes stats: +3 Str / +3 Dex / +6 Mag / +5 Wil / +2 Cun Changes resistances: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane 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. |
voratun gauntlets 'Flashfoe' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Damage when hit (Melee): 12 fire Changes stats: +6 Con Changes resistances: +15% darkness / +9% cold / +26% blight / +15% fire / +20% arcane / +6% light Changes resistances penetration: +15% fire Changes damage: +3% lightning / +4% cold Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +23 (+6 eff.) Spell save: +43 (+9 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +45% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (Melee): +29 physical Burst (radius 2) on crit: +15 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Nerugawen' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +35.0% Physical power: +4 (+0 eff.) Armour: +11 Damage (Melee): 10 acid / 8 fire / 8 cold / 4 lightning Changes stats: +5 Mag / +4 Wil Critical mult.: +26.00% Life regen: +0.40 Spell crit. chance: +37% Mental crit. chance: +35% When used to modify unarmed attacks: Power: 158% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +29.0% Attack speed: 125% When this weapon crits: Cripple (40% chance level 5). Damage (Melee): +18 ice / +20 fire / +21 acid / +24 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinyta the hardened leather hat (6 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +1 Str / +6 Dex / +6 Con Changes resistances: +14% cold / +5% arcane / +4% all Changes damage: +9% arcane Allows you to breathe in: water Physical save: +8 (+2 eff.) Light radius: +2 A hat made of leather. Very stylish. |
Adyth the drakeskin leather hat (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +9 Str / +5 Dex / +5 Cun / +11 Con Changes resistances: -36% light / +15% nature Reduces incoming crit damage: 5.00% Physical save: +27 (+7 eff.) Spell save: +10 (+2 eff.) Mental save: +35 (+9 eff.) Life regen: +5.20 Only die when reaching: -60.00 life Maximum life: +101.00 Healing mod.: +30% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Earulatharach the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +7% lightning / +8% temporal / +38% light / +7% fire / +8% nature / +13% acid / +8% blight / +7% cold / +5% arcane / +8% darkness Changes resistances penetration: +10% acid Changes damage: +32% light / +13% temporal / +14% darkness / +14% physical A pointy cloth hat, very wizardly... |
Erelintir the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +15% blight / +19% physical / +9% darkness / +9% acid Changes damage: +15% blight / +9% physical / +16% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +20% Maximum hate: +15.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Gatodan the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +6 Wil / +6 Cun / +4 Con Changes resistances: +27% acid / +20% physical / +18% darkness / +9% fire / +6% light Changes damage: +18% acid / +20% physical / +20% darkness Maximum hate: +13.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Xytira the drakeskin leather hat (0 def, 16 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +4 Str / +5 Dex / +3 Cun / +5 Con Changes resistances: +21% acid / -25% light / +6% blight / +14% fire / +13% lightning / +12% cold Pinning immunity: +10% Life regen: +7.10 Infravision radius: +3 A hat made of leather. Very stylish. |
elven-silk wizard hat 'Chirach' (3 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +22 Wil Changes resistances: +3% darkness / +9% lightning Physical save: +30 (+8 eff.) Disease immunity: +15% Cut immunity: +10% Silence immunity: +10% Infravision radius: +8 See stealth: +19 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 66%, and attempts to push all creatures other than yourself out of its radius, inflicting 14.04 light damage and 14.04 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Kindlenail' (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +3% light Changes damage: +11% acid / +12% physical / +15% lightning / +9% fire / +15% arcane / +15% cold Critical mult.: +3.00% Stamina each turn: +0.20 Mana each turn: +3.26 Mana when hit: +2.90 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +110.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +6% It can be used to activate talent Manaflow, 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 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... |
elven-silk wizard hat 'Polusemira' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 arcane Changes stats: +6 Mag / +7 Wil / +2 Con Changes resistances: +17% temporal / +18% darkness / +20% physical Changes damage: +17% temporal / +17% darkness / +13% physical Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +14.00 Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Skymark' (3 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * 32% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +7 Wil / +7 Cun / +4 Con Changes resistances: +3% lightning / +27% fire Changes resistances penetration: +5% lightning / +25% fire Changes damage: +6% lightning / +18% fire Mindpower: +6 (+2 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.4 Power cost: 72 out of 80/80. Range: melee/personal 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 220.57 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Voroma (2 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +3 Con Mental save: +9 (+3 eff.) Mana each turn: +1.30 Psi each turn: +0.10 Mana when hit: +1.00 Maximum mana: +45.00 Maximum psi: +30.00 Spellpower: +5 (+1 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.4 Power cost: 72 out of 80/80. Range: melee/personal 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 220.57 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Xuvea the Sunminister (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 light Changes stats: +4 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% light / +18% cold Changes resistances penetration: +15% temporal Changes damage: +12% cold / +6% arcane / +3% temporal Mindpower: +5 (+2 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Singemire' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +10 Str / +7 Dex / +7 Cun / +10 Lck Changes resistances penetration: +15% mind Changes damage: +3% fire Mental save: +3 (+1 eff.) Maximum psi: +10.00 Spell crit. chance: +4% Mental crit. chance: +5% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 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 1148.8 Physical damage. If the attack hits, the target is confused (46% 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. |
Lightningwedge (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 10 physical / 8 arcane / 8 darkness Changes stats: +10 Str / +5 Dex / +5 Cun / +3 Con Changes resistances: -22% light / +20% darkness Changes resistances penetration: +20% arcane / +20% lightning Changes damage: +9% darkness / +12% lightning Life regen: +7.20 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 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 1148.8 Physical damage. If the attack hits, the target is confused (46% 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 hat made of leather. Very stylish. |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 27 power out of 30/30. How do these even work? |
drakeskin leather cap 'Moldshear' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +5 Wil Changes resistances: +12% lightning / +13% temporal / +11% nature Changes damage: +9% nature Spell save: +8 (+2 eff.) Maximum life: +93.00 Maximum hate: +6.00 Light radius: +3 Healing mod.: +25% A cap made of leather. |
Islatira (0 def, 1 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +5 Dex / +4 Cun / +5 Con Grants telepathy: Demon/Minor Demon/Major Light radius: +3 See invisible: +6 A cap made of leather. This item has been sent to the Item's Vault. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Thundervengeance (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +8 Str / +12 Wil / +4 Con Changes resistances: +8% blight Changes damage: +18% nature / +12% lightning Physical save: +10 (+3 eff.) Mental save: +37 (+10 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
21 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
10110 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. |
49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
TreequakeRequires: - Level 15 Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes damage: +15% physical Maximum life: +88.00 Light radius: +5 Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. This item has been sent to the Item's Vault. |
VelissraPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +8 (+2 eff.) Changes resistances: +5% darkness / +3% temporal Changes damage: +9% light Damage affinity(heal): +5% light Physical save: +12 (+3 eff.) Spell save: +35 (+7 eff.) Mental save: +23 (+6 eff.) Pinning immunity: +5% Knockback immunity: +15% Light radius: +5 See stealth: +8 See invisible: +11 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.75 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Emigarin'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Changes resistances: +9% acid / +9% temporal Blindness immunity: +61% Confusion immunity: +36% Light radius: +17 See stealth: +23 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.5 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Gessra the dwarven lanternPowered by arcane forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 26 fire Changes stats: +15 Mag Changes resistances: +10% fire Changes damage: +6% blight Critical mult.: +5.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +34 (+8 eff.) Light radius: +8 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Runorondil the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +4 Con Changes resistances: +14% blight / +3% fire / +6% light Changes damage: +3% mind Grants telepathy: Dragon Physical save: +20 (+5 eff.) Spell save: +25 (+5 eff.) Mental save: +20 (+5 eff.) Life regen: +6.50 Maximum life: +74.00 Mental crit. chance: +1% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Duvidor'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +18% nature Mental save: +13 (+4 eff.) Blindness immunity: +42% Confusion immunity: +23% Light radius: +13 See stealth: +43 See invisible: +38 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
perfect ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +10 Reduces incoming crit damage: 35.00% Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 48] amazing fiery salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing healing salve [power 694] amazing healing salve [power 694]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. It can be used to heal 694, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 607] amazing pain suppressor salve [power 607]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -607 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing unstoppable force salve [power 193] amazing unstoppable force salve [power 193]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 193 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 216% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
Hettidurab the Lavaglory (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 darkness / 23 fire Changes stats: +12 Str / +4 Con Changes damage: +12% darkness / +18% fire Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Noonwish the voratun pickaxe (dig speed 19 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +7 Fatigue: -10% Changes stats: +18 Str / +2 Mag / +10 Wil Changes resistances: +5% arcane / +9% fire Spell save: +30 (+6 eff.) Mental save: +9 (+3 eff.) Disease immunity: +15% Maximum mana: +60.00 Spell crit. chance: +10% Mental crit. chance: +14% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Phoenixvenom (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +5 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +3 Dex Changes resistances: +15% blight / +9% physical / +9% fire Changes resistances penetration: +5% fire Changes damage: +3% blight Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Runerin the voratun pickaxe (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +13.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +15 Str / +8 Wil Critical mult.: +26.00% Mental crit. chance: +13% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Stormknight' (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 lightning Changes stats: +7 Str Changes resistances: +14% darkness / +6% lightning Changes resistances penetration: +10% arcane Changes damage: +12% arcane / +12% lightning Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 6.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +5 Cun Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 27 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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)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 CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 530.72 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 633.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
quick dwarven-steel torque of psychoportation [power 32] (17 cooldown)Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 32), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
Shockstoker [power 60] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 16 mind Maximum wards: +5 physical / +9 mind / +10 darkness Changes resistances penetration: +15% lightning / +26% arcane Talent granted: +2 Ward It can be used to teleport randomly (rad 60), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
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 211.86 temporal and 211.86 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mubra the Shalore Brawler level 38
63rd Haze 122nd year of Ascendancy at 23:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mubra the Shalore Brawler level 57
36th Regrowth 123rd year of Ascendancy at 23:03 see stats
Against all odds
Killed Ukruk in the ambush.By Mubra the Shalore Brawler level 38
62nd Haze 122nd year of Ascendancy at 06:13 see stats
Arachnophobia
Destroyed the spydric menace.By Mubra the Shalore Brawler level 45
3rd Allure 123rd year of Ascendancy at 15:03 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mubra the Shalore Brawler level 46
8th Allure 123rd year of Ascendancy at 13:00 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Mubra the Shalore Brawler level 58
47th Pyre 123rd year of Ascendancy at 16:10 see stats
Brave new world
Went to the Far East and took part in the war.By Mubra the Shalore Brawler level 44
2nd Wintertide 123rd year of Ascendancy at 16:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By Mubra the Shalore Brawler level 64
10th Dusk 123rd year of Ascendancy at 11:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mubra the Shalore Brawler level 43
8th Decay 122nd year of Ascendancy at 11:50 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Mubra the Shalore Brawler level 24
44th Dusk 122nd year of Ascendancy at 04:15 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Mubra the Shalore Brawler level 69
15th Dusk 123rd year of Ascendancy at 17:34 see stats
Exterminator
Killed 1000 creatures.By Mubra the Shalore Brawler level 30
39th Haze 122nd year of Ascendancy at 08:28 see stats
Fear me not!
Survived the Fearscape!By Mubra the Shalore Brawler level 63
7th Dusk 123rd year of Ascendancy at 22:55 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Mubra the Shalore Brawler level 62
67th Pyre 123rd year of Ascendancy at 17:21 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Mubra the Shalore Brawler level 58
54th Pyre 123rd year of Ascendancy at 15:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mubra the Shalore Brawler level 29
53rd Dusk 122nd year of Ascendancy at 00:37 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mubra the Shalore Brawler level 47
8th Allure 123rd year of Ascendancy at 19:47 see stats
Level 30
Got a character to level 30.By Mubra the Shalore Brawler level 30
39th Haze 122nd year of Ascendancy at 06:02 see stats
Level 40
Got a character to level 40.By Mubra the Shalore Brawler level 40
4th Decay 122nd year of Ascendancy at 01:09 see stats
Level 50
Got a character to level 50.By Mubra the Shalore Brawler level 50
15th Regrowth 123rd year of Ascendancy at 22:38 see stats
Orcrist
Killed the leaders of the Orc Pride.By Mubra the Shalore Brawler level 61
66th Pyre 123rd year of Ascendancy at 14:38 see stats
Overpowered!
Did over 6000 damage in one attack.By Mubra the Shalore Brawler level 65
11st Dusk 123rd year of Ascendancy at 22:32 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mubra the Shalore Brawler level 56
31st Regrowth 123rd year of Ascendancy at 04:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mubra the Shalore Brawler level 29
78th Dusk 122nd year of Ascendancy at 10:48 see stats
Size is everything
Did over 1500 damage in one attack.By Mubra the Shalore Brawler level 36
58th Haze 122nd year of Ascendancy at 22:24 see stats
Size matters
Did over 600 damage in one attack.By Mubra the Shalore Brawler level 25
47th Dusk 122nd year of Ascendancy at 14:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mubra the Shalore Brawler level 43
9th Decay 122nd year of Ascendancy at 06:54 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Mubra the Shalore Brawler level 68
15th Dusk 123rd year of Ascendancy at 17:33 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Mubra the Shalore Brawler level 61
66th Pyre 123rd year of Ascendancy at 17:35 see stats
The Sun Still Shines
Aeryn survived the last battle.By Mubra the Shalore Brawler level 69
15th Dusk 123rd year of Ascendancy at 17:34 see stats
The bigger the better!
Did over 3000 damage in one attack.By Mubra the Shalore Brawler level 46
8th Allure 123rd year of Ascendancy at 14:25 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Mubra the Shalore Brawler level 30
39th Haze 122nd year of Ascendancy at 19:39 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Mubra the Shalore Brawler level 57
40th Regrowth 123rd year of Ascendancy at 16:23 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mubra the Shalore Brawler level 23
42nd Dusk 122nd year of Ascendancy at 10:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mubra the Shalore Brawler level 23
42nd Dusk 122nd year of Ascendancy at 10:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mubra the Shalore Brawler level 38
61st Haze 122nd year of Ascendancy at 15:39 see stats
Log
--------------------------------
There is an item here: Bindings of Eternal Night (12 def, 12 armour)
--------------------------------
You transfer Blindbolt to the online item's vault.
Saving done.
Saving game...
Saving done.
Mubra deactivates Feather Wind.
Mubra's Feather Wind has been deactivated!
Mubra deactivates Arcane Shield.
Mubra's Arcane Shield has been deactivated!
Mubra deactivates Shielding.
Mubra's Shielding has been deactivated!
Mubra deactivates Arcane Combat.
Mubra's Arcane Combat has been deactivated!
Mubra deactivates Striking Stance.
Mubra's Striking Stance has been deactivated!
Mubra deactivates Shock Hands.
Mubra's Shock Hands has been deactivated!
Mubra deactivates Exploit Weakness.
Mubra's Exploit Weakness has been deactivated!
Mubra deactivates Arcane Feed.
Mubra's Arcane Feed has been deactivated!
Mubra deactivates Crystalline Focus.
Mubra's Crystalline Focus has been deactivated!
Mubra deactivates Chant of Fortress.
Mubra deactivates Trained Reactions.
Mubra's Trained Reactions has been deactivated!


































































































































































































































































