











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Demonologist |
Level / Exp | 50 / 4438% |
Size | medium |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 49 on the 41st Pyre 124th year of Ascendancy at 15:23 / 3Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 22nd Pyre 125th year of Ascendancy at 00:48 Killed by Ce'Nuta the skeleton magus at level 50 on the 77th Dusk 125th year of Ascendancy at 11:56 |
Primary Stats
Strength | 84 (base 64) |
Dexterity | 98 (base 60) |
Constitution | 30 (base 10) |
Magic | 98 (base 60) |
Willpower | 33 (base 12) |
Cunning | 75 (base 35) |
Resources
Mana | 389/389 |
Vim | 151/165 |
Life | -510/1386 |
Positive | 0/197 |
Stamina | 234/266 |
Steam | 80/100 |
Healing Factor | 1.5500000000001 |
Regeneration | 27.667500000002 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.0658141036402E-12% |
Spell | 0% |
Global | +138.72307323196% |
Vision
Sight | 13 |
Lite | 2 |
Infravision | 28 |
See Stealth | 73.956004335202 |
See Invisible | 83.956004335202 |
Offense: Mainhand
Damage | 204 |
Accuracy | 83 |
Crit Chance | 67% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 77 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Nature | -4% |
Physical | +18% |
Blight | +6% |
Arcane | -11% |
Darkness | +17% |
All | -14% |
Offense: Damage Penetration
Darkness | +26% |
Physical | +30% |
Blight | +20% |
Arcane | +15% |
Mind | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 205.12725453019 (87.462686567164%) |
Defense | 65 |
Ranged Defense | 72 |
Fatigue | 6 |
Physical Save | 20 |
Spell Save | 17 |
Mental Save | -16 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Mind | + 22%( 70%) |
Lightning | + 70%( 70%) |
Light | + 27%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 52%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 763 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -645 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 Magic 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 237% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 998% 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 Dexterity 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 196% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Corruption / Infernal combat | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Doom shield | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Osmosis Shield |
talent | Blood Vengeance |
talent | Shattered Mind |
talent | Tale of Destruction |
talent | Flame of Urh'Rok |
talent | Willful Tormenter |
talent | Hardened Core |
talent | Overkill |
talent | Premonition |
detrimental effect | The target is on fire, taking 2.17 fire damage per turn. Burning |
detrimental effect | The target is cursed, reducing all damage done by 23%. Curse of Impotence |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The next Steady Shot or Shoot has 100% chance to be a critical hit and mark. Pinned Down |
detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
beneficial effect | Reduces arcane damage received by 20%. Premonition Shield |
detrimental effect | The target has 27% chances to fail any talents use and suffers 85 reduced physical, mental and spell saves. Shattered Mind |
beneficial effect | You regenerate a total of 137.62 life over the duration of the effect. Osmosis Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | 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 improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
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 repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
Wake up and kill the dreaming horror boss 'Emymira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 86)You completed the challenge and received: Random Artifact: Sparkwalker of healing [power 315] (4/15 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 84)You completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 92)3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 78)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 91)You completed the challenge and received: Random Artifact: Getogund (14/14, 94% power, 16 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 82) | failed |
Leave the level in less than 162 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (162) (Level 88)Turns left: 90 You completed the challenge and received: Random Artifact: Chargesting | done |
Leave the level in less than 177 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (177) (Level 87)Turns left: 174 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 276 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (276) (Level 93)Turns left: 226 You completed the challenge and received: Random Artifact: Dawncrypt (133% power, 2 apr) | done |
Leave the level in less than 282 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (282) (Level 77)Turns left: 208 You completed the challenge and received: Random Artifact: Smearmaster (124% power, 4 apr) | done |
Leave the level in less than 477 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (477) (Level 90)Turns left: 300 You completed the challenge and received: Random Artifact: Sparkobsidian (166% power, 3 apr) | done |
Leave the level in less than 492 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (492) (Level 76)Turns left: 51 You completed the challenge and received: Random Artifact: Cindercast (113% power, 40 apr, mind damage) | done |
Leave the level in less than 87 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (87) (Level 81)Turns left: 81 You completed the challenge and received: +1 Generic Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 1813. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 8 arcane Changes stats: +19 Mag Changes resistances: +13% acid / +12% lightning / +15% cold / +6% nature / +14% fire Changes resistances penetration: +10% blight Changes damage: +16% acid / +3% arcane / +20% blight Physical save: +15 (+7 eff.) Disease immunity: +94% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +17 (+4 eff.) Spell crit. chance: +1% A pair of boots made of leather. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +5 Dex Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +25% darkness Blindness immunity: +26% Confusion immunity: +14% Life regen: +1.00 Only die when reaching: -84.00 life Light radius: +1 Infravision radius: +10 See stealth: +9 See invisible: +19 Healing mod.: +20% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 8 turns. The radius will increase with your Cunning. 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. |
On head | ![]() 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: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Silence immunity: +0% Light radius: +0 Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 18% chance to cause random gloom * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 acid / 40 darkness / 36 mind Changes stats: +1 Wil Changes resistances: +7% acid Changes resistances penetration: +10% blight Changes damage: +10% acid Talent granted: +5 Iron Grip Critical mult.: +5.00% Spell save: +30 (+16 eff.) Mental save: -7 (-7 eff.) Disarm immunity: +100% Life regen: +5.80 Stamina each turn: +1.10 Mana each turn: +0.04 Psi each turn: +0.30 Mindpower: +9 (+3 eff.) Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +7 acid It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * Slows global speed by 30% * 31% chance to inflict 15% damage reduction Changes resistances: +6% light / +3% darkness / +20% nature Changes damage: +6% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 7 (based on Willpower) for 160, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to cause random gloom * 23% chance to blind Damage (Melee): 46 light / 19 bleed Effects on ranged hit: * 16% chance to cause random gloom * 26% chance to blind Damage (Ranged): 43 light / 23 bleed Damage when hit (Melee): 8 nature Changes stats: +9 Cun / +6 Mag Critical mult.: +6.00% Vim each turn: +0.00 Vim when hitting in melee: +3.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 Spellpower: +15 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +21 Defense: +16 (+4 eff.) Changes stats: +3 Dex Changes resistances: +30% acid / +30% fire / +41% cold / +30% lightning Critical mult.: +3.00% Mental save: +9 (+9 eff.) Blindness immunity: +10% Disarm immunity: +40% Pinning immunity: +36% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +4.80 Vim each turn: +0.00 Vim when hitting in melee: +3.00 Only die when reaching: -40.00 life Maximum life: +44.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +6.0% Armour: +8 Changes stats: +5 Str / +6 Con Physical save: +19 (+9 eff.) Life regen: +3.00 Only die when reaching: -40.00 life Maximum life: +109.00 Light radius: +3 Infravision radius: +3 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +15 (+3 eff.) Fatigue: -8% Changes stats: +3 Cun / +6 Str Changes resistances: +12% cold Changes resistances penetration: +11% mind / +11% darkness Changes damage: +13% physical Talent granted: +5 Flame Bolts Stamina when hit: +2.50 Infravision radius: +3 Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -20% Changes resistances penetration: +15% physical Maximum encumbrance: +50 Mental save: +13 (+13 eff.) Life regen: +0.80 Maximum life: +50.00 Spellpower: +12 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +422 On weapon hit: * 20% chance to cause random gloom Damage (Melee): +12 cold / +8 light When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 12 ice Changes stats: +6 Wil / +6 Con Changes resistances: +3% acid / +3% fire / +19% cold / +35% physical Reduce damage by fixed amount: +25 physical Talent granted: +5 Block Physical save: +15 (+7 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +2 (+1 eff.) Changes resistances: +12% acid / +4% physical / +16% blight / +16% nature / +30% lightning Changes resistances penetration: +15% arcane Changes damage: +12% acid / +9% physical Stun/Freeze immunity: +50% Life regen: +2.20 Only die when reaching: -60.00 life Maximum life: +50.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+7 eff.) Spell save: +25 (+14 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Global speed: +20% Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 4.5 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 7 turns. Each time the source creature takes damage the victim takes 78% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 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 183% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 198% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 195% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.8 steam per turn. Can be activated for an instant burst of 99 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 21 for 10 turns. While Heroism is active, you will only die when reaching -712 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 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. |
![]() 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 18 for 11 turns. While Heroism is active, you will only die when reaching -826 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 13 turns. While Heroism is active, you will only die when reaching -942 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. |
![]() 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: 30 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 20 for 12 turns. While Heroism is active, you will only die when reaching -884 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. |
![]() 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 739% 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 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. |
![]() 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 854% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 786 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 693 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 843 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 787 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. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 206.31 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. 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. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 680 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 552 damage for 4 turns. Its effects scale with your Constitution 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. 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. |
![]() 0.10 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. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +10 (+3 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 39% * 10 arcane resource burn Changes stats: +10 Dex / +10 Cun / +13 Con Changes resistances: +6% arcane / +3% physical Changes resistances cap: +7% all Physical save: +27 (+13 eff.) Spell save: +3 (+3 eff.) Life regen: +5.80 Stamina each turn: +1.50 Movement speed: +10% Healing mod.: +5% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +16 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +27% lightning Critical mult.: +18.00% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +10 Str / +10 Dex / +16 Wil Changes resistances: +6% darkness / +15% temporal Physical save: +29 (+14 eff.) Mental save: +13 (+13 eff.) Blindness immunity: +40% Disease immunity: +10% Confusion immunity: +25% Only die when reaching: -40.00 life Mindpower: +14 (+5 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Damage when hit (Melee): 12 physical Changes resistances: +15% blight / +17% temporal Changes resistances penetration: +20% darkness / +30% physical Physical save: +9 (+4 eff.) Pinning immunity: +50% Knockback immunity: +50% Maximum stamina: +15.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +30% acid / +22% light / +26% darkness Changes damage: +9% darkness Blindness immunity: +37% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 fire Changes stats: +6 Dex / +5 Cun / +6 Con Changes resistances: +9% fire Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +18% fire Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
![]() Crafted 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 (+9 eff.) Mental save: +18 (+18 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 224.34 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes resistances: +12% light / +15% nature / +5% arcane / +22% fire / +6% mind / +25% cold Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +7 Cun / +3 Wil Grants telepathy: Dragon Mental save: +28 (+28 eff.) Confusion immunity: +13% Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun / +19 Wil Changes resistances: +15% lightning Mental save: +10 (+10 eff.) Stun/Freeze immunity: +39% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% light / +5% arcane Changes resistances penetration: +20% light / +20% mind Changes damage: +30% arcane Cut immunity: +80% Light radius: +2 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% acid / +9% temporal / +3% blight / +30% fire / +19% cold / +3% lightning Blindness immunity: +76% Light radius: +1 Infravision radius: +20 Sight radius: +4 See invisible: +24 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Dex Changes resistances: +20% light Changes resistances penetration: +10% acid / +15% light Changes damage: +6% acid / +6% light / +6% lightning Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 nature Changes resistances: +13% physical / +9% temporal Changes damage: +9% temporal / +9% nature / +9% mind Stamina each turn: +1.00 Hate when firing a critical mind attack: +6.00 Maximum hate: +10.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +11 Wil Changes resistances: +12% lightning / +5% arcane / +12% darkness / +9% blight Grants telepathy: Demon/Minor Demon/Major Maximum hate: +8.00 Maximum psi: +52.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 mind / 20 nature Changes stats: +6 Dex / +9 Wil Changes damage: +9% nature Infravision radius: +2 See invisible: +6 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +12% blight / +26% light / +26% darkness Mental save: +9 (+9 eff.) Blindness immunity: +44% Cut immunity: +25% Silence immunity: +15% Pinning immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() 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.) Damage when hit (Melee): 12 lightning Changes stats: +6 Wil / +4 Mag Changes resistances: +12% lightning / +26% fire / +9% mind / +17% cold Changes damage: +6% blight / +9% physical / +9% lightning Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 light / 8 acid Changes stats: +6 Mag / +8 Con Changes resistances penetration: +5% light Changes damage: +10% temporal / +7% light / +15% blight / +12% fire / +5% darkness / +7% physical Critical mult.: +20.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Changes stats: +4 Cun / +6 Con Changes resistances: +15% darkness / +9% fire Changes resistances penetration: +20% mind Physical save: +22 (+11 eff.) Silence immunity: +10% Life regen: +2.60 Maximum life: +70.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 nature / 16 temporal Changes resistances: +22% light / +22% darkness Changes damage: +21% nature / +9% temporal Blindness immunity: +37% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused 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 (+35 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 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 15% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% nature / +30% temporal Changes resistances penetration: +15% nature / +20% light Changes damage: +12% nature Pinning immunity: +41% Knockback immunity: +39% Light radius: +3 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Changes stats: +6 Dex Changes resistances: +15% lightning Changes resistances penetration: +15% lightning / +20% temporal Changes damage: +6% lightning / +12% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to disease * 36% chance to blind Damage when hit (Melee): 16 blight / 12 fire Changes damage: +9% light Teleport immunity: +50% Light radius: +3 It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +9 Dex Changes resistances: +12% blight / +15% cold Changes resistances penetration: +20% fire Mental save: +31 (+31 eff.) Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +7 Wil / +2 Cun Changes damage: +12% acid Critical mult.: +25.00% Physical save: +20 (+10 eff.) Mental save: +6 (+6 eff.) Hate when firing a critical mind attack: +2.00 Amulets can have magical properties. |
![]() Powered 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. |
![]() Infused 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +4 Str Changes resistances: +18% fire Changes resistances penetration: +10% acid Changes damage: +12% acid Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +6 Changes stats: +9 Dex Changes resistances penetration: +25% physical Critical mult.: +9.00% Life regen: +1.00 Stamina each turn: +1.00 Infravision radius: +2 See invisible: +6 Healing mod.: +30% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +25% arcane Changes damage: +15% darkness / +30% arcane Spell save: +15 (+9 eff.) Mana each turn: +0.20 Spell crit. chance: +6% Damage Shield penetration: +30% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +12% mind / +27% fire Changes resistances penetration: +10% mind Changes damage: +18% fire Talent masteries: +0.24 Technique / Combat veteran +0.24 Corruption / Torment Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Damage when hit (Melee): 8 mind Changes resistances: +33% temporal / +9% mind / +5% arcane Changes damage: +6% arcane Critical mult.: +14.00% Pinning immunity: +48% Knockback immunity: +47% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.27 Technique / Combat training +0.27 Corruption / Doom shield Physical save: +21 (+10 eff.) Spell save: +22 (+12 eff.) Mental save: +22 (+22 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% light / +17% temporal / +14% darkness / +9% cold Blindness immunity: +22% Pinning immunity: +26% Knockback immunity: +20% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Mag Changes resistances penetration: +20% darkness Changes damage: +15% blight Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +36.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +30% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +3 Mag Grants telepathy: Humanoid/Orc Mental save: +15 (+15 eff.) Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +18% darkness / +2% physical / +9% mind / +18% light Physical save: +12 (+6 eff.) Blindness immunity: +32% Poison immunity: +10% Cut immunity: +40% Pinning immunity: +35% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun Changes resistances: +12% lightning / +6% temporal / +9% nature / +12% darkness Spell save: +6 (+4 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 16 lightning Changes stats: +9 Str / +4 Mag / +4 Wil Changes resistances: +18% lightning Changes resistances penetration: +15% lightning Changes damage: +12% darkness / +15% lightning Grants telepathy: Demon/Minor Demon/Major Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +6 Changes resistances: +12% darkness / +24% temporal Physical save: +26 (+13 eff.) Pinning immunity: +35% Knockback immunity: +37% Stamina each turn: +0.60 Maximum life: +30.00 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +14.0% Physical power: +4 (+1 eff.) Armour: +6 Changes stats: +4 Con Changes resistances: +9% acid Critical mult.: +9.00% Teleport immunity: +50% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 24 blight Changes resistances: +30% darkness / +6% arcane / +30% light Changes resistances penetration: +25% arcane / +25% blight Blindness immunity: +50% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to inflict 15% damage reduction Changes stats: +11 Mag Changes resistances penetration: +20% temporal Changes damage: +14% acid / +18% temporal / +15% cold / +15% fire / +15% lightning Physical save: +25 (+12 eff.) Spell save: +24 (+13 eff.) Mental save: +25 (+25 eff.) Spellpower: +11 (+2 eff.) Spell crit. chance: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 24 temporal Teleport immunity: +50% Stamina each turn: +1.00 Maximum life: +30.00 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +4 Dex / +9 Mag / +5 Wil Changes resistances penetration: +5% temporal Changes damage: +9% physical / +6% temporal Critical mult.: +6.00% Mental save: +15 (+15 eff.) Confusion immunity: +20% Mindpower: +12 (+4 eff.) Combat speed: +10% Healing mod.: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +9 Defense: +17 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Changes damage: +21% darkness It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light / 20 acid Changes stats: +9 Cun Changes resistances: +6% acid / +9% fire Changes resistances penetration: +25% fire Changes damage: +18% acid Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +15% blight / +36% fire / +12% nature / +6% temporal Changes resistances penetration: +25% lightning / +10% temporal Changes damage: +18% fire / +12% temporal Mental save: +9 (+9 eff.) Poison immunity: +25% Disease immunity: +29% Confusion immunity: +50% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% blight / +5% arcane Changes resistances penetration: +5% mind Changes damage: +12% mind Spell save: +9 (+6 eff.) Blindness immunity: +20% Silence immunity: +5% Stun/Freeze immunity: +35% Life regen: +4.70 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 16 nature / 4 mind Changes resistances penetration: +5% nature / +20% mind Changes damage: +9% nature / +6% mind Mental save: +13 (+13 eff.) Silence immunity: +40% Confusion immunity: +31% Mana each turn: +0.18 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +21% nature / +6% acid Changes resistances penetration: +10% nature / +15% fire Changes damage: +9% nature Mental save: +11 (+11 eff.) Confusion immunity: +38% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +2 Cun Changes resistances: +14% acid / +17% fire / +14% cold / +19% lightning Changes damage: +3% mind Critical mult.: +10.00% Mental save: +9 (+9 eff.) Maximum psi: +10.00 Spellpower: +18 (+4 eff.) Mindpower: +10 (+4 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con Changes damage: +18% physical Stun/Freeze immunity: +44% Life regen: +3.40 Vim when hitting in melee: +0.00 Only die when reaching: -60.00 life Maximum stamina: +50.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +18% blight / +9% nature / +20% darkness Changes resistances penetration: +10% nature / +15% fire Changes damage: +18% blight / +12% nature / +3% darkness Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Wil Changes resistances: +15% mind Changes resistances penetration: +10% mind Maximum hate: +6.00 Spellpower: +11 (+2 eff.) Mindpower: +11 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Vim when hitting in melee: +0.00 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 8 blight Grants telepathy: Dragon Critical mult.: +10.00% Maximum mana: +80.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +9% Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.3 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Changes resistances: +30% lightning / +6% mind / +18% darkness Changes resistances penetration: +15% mind Changes damage: +27% lightning / +9% darkness Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% acid / +6% nature / +15% light Changes damage: +12% acid Spell save: +6 (+4 eff.) Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +31.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Con Changes resistances: +9% lightning Changes resistances penetration: +25% lightning / +10% fire Changes damage: +3% fire Spell save: +11 (+7 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +14 (+2 eff.) Changes stats: +9 Str / +9 Dex / +15 Con Changes resistances penetration: +25% blight Spell save: +18 (+10 eff.) Maximum stamina: +37.00 Light radius: +2 Infravision radius: +3 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24 arcane resource burn * 37% chance to blind Changes resistances: +15% lightning / +6% temporal / +9% blight / +6% fire / +6% nature Spell save: +30 (+16 eff.) Mental save: +14 (+14 eff.) Confusion immunity: +43% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +6 Effects on melee hit: * 41% chance to inflict 15% damage reduction Damage when hit (Melee): 12 physical / 16 darkness / 12 arcane Changes stats: +7 Dex Changes resistances: +5% physical Physical save: +12 (+6 eff.) Mental save: +15 (+15 eff.) Confusion immunity: +39% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +21% acid Changes damage: +15% darkness Reduces incoming crit damage: 15.00% Disease immunity: +15% Teleport immunity: +10% Rings can have magical properties. |
![]() Powered 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes stats: +7 Cun / +8 Mag Changes resistances: +9% mind / +3% blight Changes resistances penetration: +5% mind Changes damage: +6% blight / +9% mind Blindness immunity: +50% Spellpower: +15 (+3 eff.) Infravision radius: +3 See stealth: +13 See invisible: +25 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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. |
![]() Powered 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: +10% physical / +15% temporal 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 74.29 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 20 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 36% chance to daze at end of turn Damage when hit (Melee): 24 nature / 12 temporal Changes resistances: +12% nature Changes resistances penetration: +30% nature / +15% temporal Changes damage: +18% nature / +15% temporal Silence immunity: +48% Mana each turn: +0.40 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+21 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Changes stats: +2 Dex / +8 Wil / +8 Cun / +4 Con Changes resistances: +26% acid / +21% lightning / +18% fire / +9% nature / +25% cold Stun/Freeze immunity: +42% Life regen: +3.60 Maximum stamina: +10.00 Mindpower: +12 (+4 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +8 Wil Changes resistances: +32% lightning Changes damage: +16% lightning / +12% mind Grants telepathy: Humanoid/Orc Mental save: +12 (+12 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +14 Changes stats: +4 Con Changes resistances penetration: +20% mind Changes damage: +9% mind Mental save: +6 (+6 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +43% Life regen: +1.20 Maximum life: +94.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 arcane / 20 acid Changes resistances: +36% light / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +18% light / +6% acid Rings can have magical properties. |
![]() Crafted 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 (+6 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Fatigue: -9% Changes stats: +4 Dex Changes resistances: +12% nature / +12% acid Changes damage: +6% physical Maximum encumbrance: +36 Maximum life: +30.00 Healing mod.: +30% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 12 physical Changes stats: +4 Con Changes resistances: +22% cold Changes damage: +11% cold Life regen: +0.40 Stamina each turn: +1.00 Maximum life: +40.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes resistances: +6% temporal / +24% light / +3% mind Changes resistances penetration: +5% mind Changes damage: +12% light / +3% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes resistances penetration: +15% light Changes damage: +6% light / +15% temporal Disarm immunity: +44% Pinning immunity: +37% Knockback immunity: +39% Maximum life: +44.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% nature / +6% acid Changes resistances penetration: +10% nature / +10% acid Changes damage: +6% acid Mental save: +9 (+9 eff.) Confusion immunity: +41% Vim each turn: +0.00 Vim when hitting in melee: +0.00 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +36% lightning / +12% blight Changes damage: +18% lightning / +3% blight Critical mult.: +10.00% Mana each turn: +0.12 Vim when firing critical spell: +3.00 Maximum mana: +20.00 Spell crit. chance: +4% Rings can have magical properties. |
![]() Infused 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 (+20 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+13 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes stats: +1 Str / +8 Mag / +7 Wil / +3 Cun / +6 Con Changes resistances: +36% light Changes resistances penetration: +10% light Changes damage: +18% light / +18% blight Reduces incoming crit damage: 19.00% Spell save: +20 (+11 eff.) Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +0.15 Vim when hitting in melee: +0.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +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 / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +15 Cun / +15 Wil Changes resistances: +36% light / +9% mind Changes damage: +18% light Disease immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +5% Knockback immunity: +10% Mindpower: +20 (+7 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes resistances: +26% darkness / +12% temporal Changes resistances penetration: +25% darkness / +10% temporal Changes damage: +13% darkness / +12% temporal Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +12 (+2 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str Changes resistances: +12% darkness Critical mult.: +6.00% Physical save: +20 (+10 eff.) Mental save: +12 (+12 eff.) Confusion immunity: +44% Life regen: +1.40 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +6 Wil / +3 Cun Changes resistances penetration: +15% lightning Changes damage: +18% lightning Spell save: +14 (+8 eff.) Equilibrium when hit: +0.12 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind / 20 blight Changes resistances: +6% blight Changes resistances penetration: +20% mind Changes damage: +30% blight Mental save: +11 (+11 eff.) Confusion immunity: +38% Vim each turn: +0.00 Vim when hitting in melee: +0.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +8 Con Changes resistances penetration: +30% light Mental save: +38 (+37 eff.) Equilibrium when hit: +0.24 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +63 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% physical / +3% nature Mental save: +6 (+6 eff.) Blindness immunity: +5% Confusion immunity: +22% Stun/Freeze immunity: +30% Knockback immunity: +15% Vim each turn: +0.00 Vim when hitting in melee: +0.00 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Damage when hit (Melee): 12 acid Changes stats: +2 Str Changes resistances: +29% darkness / +3% acid Changes damage: +16% darkness Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +5 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to blind Damage when hit (Melee): 20 temporal Changes resistances: +40% acid / +3% light Changes resistances penetration: +25% temporal Changes damage: +20% acid Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 arcane / 20 mind Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% arcane / +6% mind Maximum encumbrance: +36 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes damage: +24% mind / +7% all Grants telepathy: Dragon Psi when hit: +0.12 Spellpower: +20 (+4 eff.) Mindpower: +24 (+8 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Str / +4 Con Physical save: +9 (+4 eff.) Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +50% Life regen: +1.00 Stamina each turn: +1.60 Maximum life: +50.00 Healing mod.: +15% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.94 cold and 12.26 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered 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 (+6 eff.) Silence immunity: +30% Vim when hitting in melee: +0.00 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 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 156.38 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances penetration: +25% darkness Changes damage: +15% acid / +18% darkness Blindness immunity: +26% Mindpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +8 See invisible: +9 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +18% blight Changes resistances penetration: +20% blight Critical mult.: +10.00% Spell save: +20 (+11 eff.) Disarm immunity: +39% Pinning immunity: +44% Knockback immunity: +44% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +41.00 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 mind Changes stats: +2 Str / +6 Dex / +5 Cun Changes resistances penetration: +10% mind Changes damage: +6% blight Life regen: +0.80 Vim each turn: +0.00 Vim when hitting in melee: +0.00 Maximum life: +48.00 Healing mod.: +19% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +41% nature / +6% fire Changes damage: +16% nature / +21% fire Equilibrium when hit: +0.16 Mental crit. chance: +5% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil / +7 Mag Changes resistances penetration: +25% arcane Critical mult.: +15.00% Spell save: +20 (+11 eff.) Mana when firing critical spell: +4.00 Maximum vim: +20.00 Spellpower: +15 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun Changes resistances: +9% mind / +6% darkness / +44% nature Changes damage: +16% nature / +6% mind Knockback immunity: +15% Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Wil / +6 Mag Mental save: +30 (+30 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.24 Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Spellpower: +8 (+2 eff.) Mindpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +20% nature / +12% light Changes resistances penetration: +10% nature Changes damage: +12% nature Physical save: +9 (+4 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+10 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex Changes resistances: +12% fire Mental save: +6 (+6 eff.) Blindness immunity: +10% Disease immunity: +20% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% acid Changes damage: +18% acid Grants telepathy: All Critical mult.: +5.00% Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +6% mind / +5% arcane / +12% darkness Physical save: +9 (+4 eff.) Disarm immunity: +69% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Fatigue: -6% Changes stats: +9 Str / +10 Dex / +10 Wil / +9 Cun Changes resistances: +9% darkness Reduces incoming crit damage: 10.00% Infravision radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun / +4 Dex Changes resistances: +5% arcane / +18% fire Changes damage: +9% physical Disease immunity: +15% Stamina each turn: +0.40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +4% physical / +6% fire / +6% mind / +9% cold Reduces incoming crit damage: 15.00% Physical save: +46 (+22 eff.) Spell save: +36 (+19 eff.) Mental save: +16 (+16 eff.) Blindness immunity: +10% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +5 Cun / +2 Wil Changes resistances: +45% lightning / +2% physical / +12% acid Changes damage: +18% lightning / +9% mind Mindpower: +12 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +9 Wil Changes resistances: +18% nature / +9% mind Changes resistances penetration: +25% mind Changes damage: +12% nature Mental save: +18 (+18 eff.) Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +28% acid / +30% fire / +29% cold / +63% lightning Changes resistances penetration: +25% lightning Changes damage: +30% lightning / +12% fire / +18% mind Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +3 Str / +4 Mag / +9 Con Changes resistances penetration: +15% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +18 (+9 eff.) Life regen: +1.10 Maximum life: +76.00 Infravision radius: +3 Movement speed: +22% Healing mod.: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 32% chance to blind Damage (Melee): 45 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 41 light Changes stats: +2 Dex / +7 Mag / +7 Wil Changes damage: +6% light Physical save: +9 (+4 eff.) Disarm immunity: +39% Pinning immunity: +49% Knockback immunity: +50% Maximum life: +41.00 Spellpower: +16 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 20 darkness Changes stats: +10 Dex / +6 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% mind Changes damage: +9% darkness Mental save: +15 (+15 eff.) Equilibrium when hit: +0.08 Mindpower: +8 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +29 (+8 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Cun Changes resistances: +9% cold / +15% temporal Changes resistances penetration: +20% mind Changes damage: +9% mind Reduces incoming crit damage: 15.00% Physical save: +31 (+15 eff.) Mental save: +15 (+15 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +13 Defense: +9 (+3 eff.) Fatigue: -4% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +8 Mag / +8 Wil / +8 Cun / +2 Con Changes resistances: +9% fire Physical save: +6 (+3 eff.) Spell save: +9 (+6 eff.) Blindness immunity: +5% Vim each turn: +0.00 Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +12 (+3 eff.) Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 acid Changes stats: +8 Wil / +8 Mag Changes resistances: +25% acid / +12% darkness / +29% fire / +30% lightning / +30% cold Changes resistances penetration: +10% acid / +5% darkness Changes damage: +3% acid Mental save: +15 (+15 eff.) Silence immunity: +40% Confusion immunity: +47% Mana each turn: +0.36 Vim each turn: +0.00 Vim when hitting in melee: +0.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Dawncrypt (133% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn * Slows global speed by 20% Damage (Melee): +16 temporal / +4 light / +16 nature When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 41% * 15% chance to blind Changes stats: +6 Str Changes resistances: +9% acid / +6% cold / +6% lightning Changes resistances penetration: +5% acid / +5% fire Changes damage: +3% acid / +13% physical / +3% light Spell save: +13 (+8 eff.) Stamina when hit: +2.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom * 22% chance to disease Damage (Melee): +25 blight / +12 light When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +28 Changes stats: +3 Str / +1 Mag / +4 Cun Changes resistances penetration: +5% light / +30% physical Changes damage: +12% physical Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing * wounds the target for 7 turns: 26 bleeding, 76% reduced healing When wielded/worn: Physical crit. chance: +25.0% Physical power: +21 (+3 eff.) Changes resistances: +3% mind Changes resistances penetration: +25% mind Changes damage: +9% temporal Mental save: +16 (+16 eff.) Mindpower: +6 (+2 eff.) Blunt and deadly. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances penetration: +20% fire Stamina each turn: +1.00 Only die when reaching: -100.00 life Maximum life: +100.00 Light radius: +3 Healing mod.: +35% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery 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 Damage (Melee): +20 mind When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% * 50% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun / +7 Wil Changes resistances: +6% arcane Changes resistances penetration: +30% arcane / +32% acid Changes damage: +12% acid / +21% temporal Blunt and deadly. |
![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 54% chance to cause random gloom Damage (Melee): +17 darkness Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +12 nature Damage against: +17% Living When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% acid / +12% cold / +9% mind / +18% light Changes resistances penetration: +15% light Spell save: +30 (+16 eff.) One-handed war axes. |
![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +16 mind Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str / +3 Dex / +2 Mag / +8 Wil / +5 Cun Changes resistances penetration: +10% nature / +5% temporal Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Reduces incoming crit damage: 10.00% See invisible: +9 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +12 mind When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 8 light Changes stats: +4 Cun Changes resistances penetration: +15% mind / +15% darkness Changes damage: +6% mind / +12% light Maximum hate: +10.00 One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +9 Defense: +13 (+4 eff.) Fatigue: +0% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Cun / +5 Dex Maximum encumbrance: +0 Physical save: +22 (+11 eff.) Mental save: +13 (+13 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +19 (+4 eff.) Mental crit. chance: +12% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +20% blight Changes damage: +3% nature Reduced damage from: +45% Summoned Mental save: +15 (+15 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +162.00 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+7 eff.) Spell save: +15 (+9 eff.) Mental save: +15 (+15 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +6 Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +15% physical Physical save: +15 (+7 eff.) Only die when reaching: -100.00 life Mindpower: +12 (+4 eff.) Healing mod.: +25% A belt that goes around your waist. |
![]() 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: +5 (+1 eff.) Armour: +12 Defense: +10 (+3 eff.) Fatigue: +0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +11% lightning / +6% temporal / +9% darkness / +6% cold Changes resistances penetration: +5% nature Critical mult.: +12.00% Maximum encumbrance: +0 Physical save: +17 (+8 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +18% acid / +18% fire Changes resistances penetration: +25% acid Reduces incoming crit damage: 20.00% Spell save: +30 (+16 eff.) Blindness immunity: +20% Poison immunity: +15% Cut immunity: +55% Only die when reaching: -80.00 life Maximum life: +114.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +18.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +36.00 Maximum neg.energy: +39.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 8 physical Changes stats: +5 Dex / +4 Cun / +6 Con Changes resistances: +13% fire / +9% light / +15% cold Changes resistances penetration: +25% physical Changes damage: +12% physical Mental save: +15 (+15 eff.) Life regen: +0.40 Mindpower: +8 (+3 eff.) Mental crit. chance: +14% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +31 Changes stats: +2 Dex Changes resistances: +12% cold Physical save: +6 (+3 eff.) Cut immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +20% Stamina each turn: +0.80 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning / +24% cold Changes resistances penetration: +25% darkness Spell save: +15 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 30 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 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% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Changes stats: +4 Str / +3 Con Changes resistances: +14% lightning / +15% temporal / +6% light Changes resistances penetration: +25% nature Changes damage: +6% mind Physical save: +14 (+7 eff.) Spell save: +12 (+7 eff.) Mental save: +14 (+14 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.1 Power cost: 15 out of 25/25. Range: 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+6 eff.) Mental save: +10 (+10 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 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +22 (+6 eff.) Fatigue: +5% Changes stats: +6 Cun / +5 Con Changes resistances: +14% lightning / +11% temporal / +3% light / +5% arcane Changes damage: +6% mind Physical save: +25 (+12 eff.) Mental save: +23 (+23 eff.) Poison immunity: +10% Pinning immunity: +15% Knockback immunity: +5% Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 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% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +6 Str / +4 Mag / +5 Con Changes resistances penetration: +15% lightning / +10% mind Changes damage: +27% lightning / +9% physical Spell save: +6 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +37.00 Lowers spell cool-downs by: 10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Physical save: +0 (+0 eff.) Pinning immunity: +100% Knockback immunity: -100% Teleport immunity: +0% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 blight Changes resistances: +24% blight / +26% nature / +6% darkness Changes resistances penetration: +30% blight / +10% darkness Changes damage: +9% blight Silence immunity: +50% Confusion immunity: +42% Stun/Freeze immunity: +50% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Changes resistances: +9% acid / +5% arcane / +12% darkness Physical save: +0 (+0 eff.) Spell save: +30 (+16 eff.) Blindness immunity: +10% Silence immunity: +37% Confusion immunity: +32% Pinning immunity: +0% Stun/Freeze immunity: +68% Knockback immunity: +0% Teleport immunity: +0% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 31% * 15% chance to corrode armour by 30% Changes stats: +2 Dex / +4 Wil / +3 Cun Changes resistances: +9% lightning / +15% fire / +21% darkness / +14% cold Changes damage: +9% acid Spell save: +6 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Maximum encumbrance: +33 Physical save: +15 (+7 eff.) Stamina each turn: +0.70 Maximum stamina: +39.00 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 mind / 12 darkness Changes stats: +3 Str / +4 Dex / +1 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +9% mind Changes damage: +6% mind Talent mastery: +0.20 Technique / Grappling Mental save: -9 (-9 eff.) Disarm immunity: +28% Mindpower: +3 (+1 eff.) See invisible: +9 When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Disarm (10% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 arcane Changes stats: +3 Str / +9 Mag / +14 Wil / +10 Con Changes resistances: +3% fire / +9% arcane / +6% light Changes resistances penetration: +15% light Changes damage: +3% light Talent mastery: +0.20 Technique / Grappling Physical save: +26 (+13 eff.) Spell save: +9 (+6 eff.) Mental save: +10 (+10 eff.) Disarm immunity: +95% Light radius: +2 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 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 20% chance to blind Damage (Melee): +8 fire / +24 physical / +12 arcane Burst (radius 1) on hit: +4 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Disarm immunity: +0% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 83% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 15 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 45 addition nature damage over 3 turns (damage based on Cunning), costing 8 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 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 Critical mult.: +50.00% Disarm immunity: +0% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (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. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +18% darkness Critical mult.: +10.00% Spell crit. chance: +6% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 128% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +8 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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: +20.0% Armour: +7 Damage (Melee): 12 blight Changes stats: +6 Cun / +6 Mag Changes resistances: +8% blight / +10% light / +10% darkness Changes resistances penetration: +10% blight Changes damage: +11% blight Critical mult.: +13.00% Disarm immunity: +0% Life regen: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -84.00 life Spell crit. chance: +20% Mental crit. chance: +19% Infravision radius: +1 Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 146% 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: +19.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +15 blight / +41 light / +40 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.70 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. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+9 eff.) Disarm immunity: +0% Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 105.99 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 3 acid / 3 lightning / 4 fire / 9 arcane / 5 cold Changes stats: +6 Wil / +8 Mag Changes resistances: +4% arcane Disarm immunity: +0% When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 ice / +12 lightning / +8 fire / +4 arcane / +8 acid It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +16% light / +15% darkness / +5% arcane Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Infravision radius: +3 A cap made of leather. |
![]() Cracklewinter the hardened leather cap (0 def, 23 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +23 Fatigue: +3% Changes resistances: +12% light / +9% lightning Changes damage: +9% light / +18% lightning Confusion immunity: +15% Pinning immunity: +50% Knockback immunity: +15% Only die when reaching: -111.00 life Infravision radius: +3 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +7 Con Changes resistances: +2% physical / +27% light / +6% fire Changes damage: +18% light / +6% mind Spellpower: +5 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 122.68 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 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: +9 Str / +4 Dex / +17 Con Changes resistances: +14% nature Changes damage: +9% nature Reduces incoming crit damage: 5.00% Physical save: +13 (+6 eff.) Spell save: +9 (+6 eff.) Mental save: +14 (+14 eff.) Maximum life: +110.00 Infravision radius: +2 Healing mod.: +22% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-10 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 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.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes stats: +8 Mag Changes resistances: +6% lightning / +5% temporal / +7% light / +6% fire / +11% nature / +6% acid / +6% blight / +6% cold / +11% mind / +6% darkness Changes resistances penetration: +5% fire Changes damage: +13% mind / +6% fire Physical save: +10 (+5 eff.) Spell save: +5 (+4 eff.) Mental save: +18 (+18 eff.) Maximum psi: +27.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 37% * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +18% nature / +27% cold Changes damage: +18% cold / +18% nature / +24% temporal A pointy cloth hat, very wizardly... |
![]() 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: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +0 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. A Helmet. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Changes stats: +4 Dex Physical save: +55 (+25 eff.) Silence immunity: +0% Only die when reaching: -80.00 life Maximum life: +30.00 Maximum stamina: +15.00 Light radius: +0 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. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Steel Helm of Garkul. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+8 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Rush Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +23 darkness Changes resistances penetration: +24% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +37 Physical power: +9 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Cun / +14 Str Changes resistances: +13% nature Changes resistances penetration: +5% mind Changes damage: +10% nature / +6% darkness Critical mult.: +20.00% Mental save: +20 (+20 eff.) Equilibrium when hit: +0.16 Heals friendly targets nearby when you use a nature summon: +40 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.2 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+5 eff.) Mental save: +7 (+7 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 278.45 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: -6% Changes stats: +3 Str / +5 Dex / +3 Con Changes resistances: +6% acid / +10% physical / +15% darkness Changes damage: +9% acid Damage affinity(heal): +15% darkness Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +11 See invisible: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 27 fire Changes stats: +11 Cun / +6 Wil Changes resistances: +3% lightning / +8% fire Critical mult.: +19.00% Disease immunity: +15% Knockback immunity: +10% Light radius: -6 Infravision radius: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.47 cold damage and 37.69 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 16 acid Changes stats: +3 Con Changes damage: +0% darkness Life regen: +0.40 Only die when reaching: -60.00 life Maximum life: +40.00 Light radius: +2 Infravision radius: +0 See invisible: +0 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 110.43 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 110.43 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +4 Con Changes resistances: +16% blight / +12% darkness / +6% acid Changes resistances penetration: +10% nature Changes damage: +6% mind Spell save: +12 (+7 eff.) Life regen: +3.90 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 light Changes stats: +7 Cun Changes resistances: +9% fire / +15% nature / +12% light Changes resistances penetration: +15% all Changes damage: +9% fire Blindness immunity: +44% Confusion immunity: +30% Light radius: +1 Infravision radius: +8 See stealth: +21 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+10 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 134.34 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Dex / +4 Wil / +10 Cun Changes resistances: +12% blight / +14% darkness Changes resistances penetration: +10% blight Grants telepathy: Dragon Mental save: +15 (+15 eff.) Blindness immunity: +47% Confusion immunity: +27% Psi when hit: +0.04 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +1% Light radius: +0 Infravision radius: +15 See stealth: +49 See invisible: +61 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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 362.86 fire damage (based on Magic), costing 30 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. |
![]() 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 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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 483.41 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 49] amazing fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 712] amazing healing salve [power 712]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. It can be used to heal 712, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 623] amazing pain suppressor salve [power 623]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -623 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 198] amazing unstoppable force salve [power 198]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 198 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 237% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered 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. |
![]() Powered 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! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +25 (+5 eff.) Light radius: +7 Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Changes resistances: +50% acid 50% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +15% physical Changes damage: +27% physical Talent granted: +5 Telekinetic Blast It can be used to teleport randomly (rad 53), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes resistances: +20% nature / +9% fire Maximum wards: +5 lightning / +4 temporal / +4 blight / +5 fire / +3 cold Changes resistances penetration: +25% nature / +15% fire Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 267 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances penetration: +20% nature Physical save: +48 (+22 eff.) Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum life: +20.00 It can be used to creates a wall of flames lasting 4 turns (dealing 235 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+10 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+10 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
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
By Aten the Shalore Demonologist level 32
4th Mirth 123rd year of Ascendancy at 23:00 see stats
By Aten the Shalore Demonologist level 37
34th Haze 123rd year of Ascendancy at 20:40 see stats
By Aten the Shalore Demonologist level 50
36th Dusk 125th year of Ascendancy at 01:10 see stats
By Aten the Shalore Demonologist level 32
2nd Mirth 123rd year of Ascendancy at 23:06 see stats
By Aten the Shalore Demonologist level 38
6th Allure 124th year of Ascendancy at 23:23 see stats
By Aten the Shalore Demonologist level 47
30th Pyre 124th year of Ascendancy at 13:57 see stats
By Aten the Shalore Demonologist level 49
41st Pyre 124th year of Ascendancy at 04:38 see stats
By Aten the Shalore Demonologist level 50
70th Dusk 124th year of Ascendancy at 15:05 see stats
By Aten the Shalore Demonologist level 45
23rd Pyre 124th year of Ascendancy at 05:01 see stats
By Aten the Shalore Demonologist level 44
7th Pyre 124th year of Ascendancy at 20:25 see stats
By Aten the Shalore Demonologist level 40
20th Regrowth 124th year of Ascendancy at 10:52 see stats
By Aten the Shalore Demonologist level 50
13rd Haze 124th year of Ascendancy at 08:30 see stats
By Aten the Shalore Demonologist level 10
25th Dusk 122nd year of Ascendancy at 13:41 see stats
By Aten the Shalore Demonologist level 50
1st Wintertide 125th year of Ascendancy at 03:22 see stats
By Aten the Shalore Demonologist level 50
45th Pyre 125th year of Ascendancy at 05:28 see stats
By Aten the Shalore Demonologist level 48
38th Pyre 124th year of Ascendancy at 14:41 see stats
By Aten the Shalore Demonologist level 44
8th Pyre 124th year of Ascendancy at 03:52 see stats
By Aten the Shalore Demonologist level 40
33rd Regrowth 124th year of Ascendancy at 03:12 see stats
By Aten the Shalore Demonologist level 50
65th Regrowth 125th year of Ascendancy at 19:41 see stats
By Aten the Shalore Demonologist level 37
74th Dusk 123rd year of Ascendancy at 04:17 see stats
By Aten the Shalore Demonologist level 50
10th Pyre 125th year of Ascendancy at 17:27 see stats
By Aten the Shalore Demonologist level 50
24th Dusk 125th year of Ascendancy at 02:32 see stats
By Aten the Shalore Demonologist level 21
45th Pyre 123rd year of Ascendancy at 15:05 see stats
By Aten the Shalore Demonologist level 37
55th Haze 123rd year of Ascendancy at 10:59 see stats
By Aten the Shalore Demonologist level 41
42nd Regrowth 124th year of Ascendancy at 01:11 see stats
By Aten the Shalore Demonologist level 50
20th Regrowth 125th year of Ascendancy at 21:21 see stats
By Aten the Shalore Demonologist level 48
38th Pyre 124th year of Ascendancy at 03:16 see stats
By Aten the Shalore Demonologist level 50
69th Haze 124th year of Ascendancy at 14:03 see stats
By Aten the Shalore Demonologist level 36
69th Dusk 123rd year of Ascendancy at 02:22 see stats
By Aten the Shalore Demonologist level 5
79th Pyre 122nd year of Ascendancy at 11:03 see stats
By Aten the Shalore Demonologist level 37
34th Haze 123rd year of Ascendancy at 21:06 see stats
By Aten the Shalore Demonologist level 50
75th Dusk 124th year of Ascendancy at 11:38 see stats
By Aten the Shalore Demonologist level 37
29th Haze 123rd year of Ascendancy at 14:06 see stats
By Aten the Shalore Demonologist level 50
67th Regrowth 125th year of Ascendancy at 11:31 see stats
By Aten the Shalore Demonologist level 50
70th Dusk 125th year of Ascendancy at 13:11 see stats
By Aten the Shalore Demonologist level 50
76th Dusk 125th year of Ascendancy at 00:14 see stats
By Aten the Shalore Demonologist level 50
2nd Regrowth 125th year of Ascendancy at 17:54 see stats
By Aten the Shalore Demonologist level 10
25th Dusk 122nd year of Ascendancy at 13:40 see stats
By Aten the Shalore Demonologist level 20
17th Pyre 123rd year of Ascendancy at 23:26 see stats
By Aten the Shalore Demonologist level 30
78th Pyre 123rd year of Ascendancy at 01:14 see stats
By Aten the Shalore Demonologist level 40
19th Regrowth 124th year of Ascendancy at 10:21 see stats
By Aten the Shalore Demonologist level 50
2nd Summertide 124th year of Ascendancy at 07:35 see stats
By Aten the Shalore Demonologist level 50
64th Regrowth 125th year of Ascendancy at 16:56 see stats
By Aten the Shalore Demonologist level 50
3rd Dusk 125th year of Ascendancy at 20:34 see stats
By Aten the Shalore Demonologist level 35
3rd Dusk 123rd year of Ascendancy at 12:44 see stats
By Aten the Shalore Demonologist level 50
31st Haze 124th year of Ascendancy at 08:25 see stats
By Aten the Shalore Demonologist level 50
18th Regrowth 125th year of Ascendancy at 06:55 see stats
By Aten the Shalore Demonologist level 50
41st Regrowth 125th year of Ascendancy at 06:29 see stats
By Aten the Shalore Demonologist level 50
76th Haze 124th year of Ascendancy at 05:31 see stats
By Aten the Shalore Demonologist level 16
5th Haze 122nd year of Ascendancy at 01:03 see stats
By Aten the Shalore Demonologist level 50
30th Haze 124th year of Ascendancy at 21:28 see stats
By Aten the Shalore Demonologist level 26
61st Pyre 123rd year of Ascendancy at 11:08 see stats
By Aten the Shalore Demonologist level 44
8th Pyre 124th year of Ascendancy at 06:52 see stats
By Aten the Shalore Demonologist level 50
63rd Regrowth 125th year of Ascendancy at 09:20 see stats
By Aten the Shalore Demonologist level 50
41st Regrowth 125th year of Ascendancy at 22:16 see stats
By Aten the Shalore Demonologist level 50
10th Pyre 125th year of Ascendancy at 17:26 see stats
By Aten the Shalore Demonologist level 37
34th Haze 123rd year of Ascendancy at 20:40 see stats
By Aten the Shalore Demonologist level 10
33rd Dusk 122nd year of Ascendancy at 09:51 see stats
By Aten the Shalore Demonologist level 37
34th Haze 123rd year of Ascendancy at 20:40 see stats
By Aten the Shalore Demonologist level 50
10th Pyre 125th year of Ascendancy at 17:27 see stats
By Aten the Shalore Demonologist level 50
73rd Dusk 125th year of Ascendancy at 21:21 see stats
By Aten the Shalore Demonologist level 6
6th Flare 122nd year of Ascendancy at 20:00 see stats
By Aten the Shalore Demonologist level 50
7th Flare 124th year of Ascendancy at 07:46 see stats
By Aten the Shalore Demonologist level 38
10th Decay 123rd year of Ascendancy at 08:01 see stats
By Aten the Shalore Demonologist level 28
69th Pyre 123rd year of Ascendancy at 03:25 see stats
By Aten the Shalore Demonologist level 16
58th Regrowth 123rd year of Ascendancy at 12:12 see stats
By Aten the Shalore Demonologist level 49
41st Pyre 124th year of Ascendancy at 15:24 see stats
By Aten the Shalore Demonologist level 31
1st Mirth 123rd year of Ascendancy at 19:22 see stats
Log
Ce'Nuta the skeleton magus overcomes the gloom.
Ce'Nuta the skeleton magus has recovered!
Bane of Confusion from Aten hits Ce'Nuta the skeleton magus for 22 darkness damage.
Aten receives 3 healing.
Aten picks up ( .): traveler's pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Aten receives 36 healing.
Burning from Crimson ooze hits Aten for (0 turned into osmosis), 0 fire (0 total damage).
Ce'Nuta the skeleton magus overcomes the gloom
Ce'Nuta the skeleton magus seems more focused.
Ce'Nuta the skeleton magus speeds up.
Aten fails to use Flame Leash.
Ce'Nuta the skeleton magus uses Shadow Shot.
Aten is surrounded by a thick smoke.
The smoke around Aten dissipate.
Ce'Nuta the skeleton magus's Shadow Shot hits Aten for (25 resist armour), (183 turned into osmosis), 470 physical (470 total damage).
Aten casts Flame Leash.
Aten's spell attains critical power!
Aten receives 107 healing.
Burning from Crimson ooze hits Aten for (0 turned into osmosis), 0 fire (0 total damage).
Ce'Nuta the skeleton magus regains their energy.
Ce'Nuta the skeleton magus is no longer influenced by the Spellblaze.
Ce'Nuta the skeleton magus is fully armored again.
Ce'Nuta the skeleton magus uses Pin Down.
Ce'Nuta the skeleton magus shoots!
Ce'Nuta the skeleton magus's Pin Down hits Aten for (25 resist armour), (183 turned into osmosis), 412 physical (412 total damage).
Ce'Nuta the skeleton magus's Shoot performs a ranged critical strike against Aten!
Saving game...