Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Skirmisher |
Level / Exp | 50 / 83% |
Size | medium |
Lifes / Deaths | Killed by Lisimira the Guardian at level 28 on the 56th Pyre 123rd year of Ascendancy at 19:32 0 / 9Killed by Siletira the armoured skeleton warrior at level 30 on the 2nd Dusk 123rd year of Ascendancy at 15:35 Killed by greater multi-hued wyrm at level 31 on the 6th Dusk 123rd year of Ascendancy at 22:00 Killed by Shasshhiy'Kaish at level 35 on the 67th Dusk 123rd year of Ascendancy at 18:16 Killed by Wiggy's Inner Demon at level 37 on the 1st Haze 123rd year of Ascendancy at 01:33 Killed by Wiggy's Inner Demon at level 37 on the 1st Haze 123rd year of Ascendancy at 06:11 Killed by Urue the dúathedlen at level 43 on the 10th Decay 123rd year of Ascendancy at 14:06 Killed by Velymira the bone giant at level 47 on the 29th Regrowth 124th year of Ascendancy at 07:54 Killed by Umjam the Crusher at level 50 on the 17th Pyre 124th year of Ascendancy at 05:42 |
Primary Stats
Strength | 63 (base 15) |
Dexterity | 97 (base 65) |
Constitution | 38 (base 13) |
Magic | 71 (base 60) |
Willpower | 44 (base 38) |
Cunning | 89 (base 66) |
Resources
Life | -184/1469 |
Positive | 144/177 |
Stamina | 210/322 |
Healing Factor | 1 |
Regeneration | 42.747586826828 |
Speed
Mental | +12% |
Attack | +12% |
Movement | -16% |
Spell | +12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 19 |
Offense: Mainhand
Damage | 181 |
Accuracy | 72 |
Crit Chance | 56% |
APR | 18 |
Speed | 0.62 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 50 |
Crit Chance | 25% |
Speed | 0.89285714285714 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 28% |
Speed | 0.89285714285714 |
Offense: Damage Bonus
All | +10% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 130.2 (100%) |
Defense | 40 |
Ranged Defense | 44 |
Fatigue | 41 |
Physical Save | 49 |
Spell Save | 41 |
Mental Save | 72 |
Defense: Resistances
All | -12%( 70%) |
Defense: Immunities
Stun Resistance | 5% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 314.16 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 455 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 144 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Vulnerability Poison |
talent | Trained Reactions |
talent | Counter Shot |
talent | Numbing Poison |
talent | Chant of Fortress |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target is under protection and its life regeneration is boosted by 28. Providence |
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 grave | active |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost anorithil from death by Eilinonne the ghoulking. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 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: 1131. | 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 the fox. You 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. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. | active |
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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Islira the pair of drakeskin leather boots (0 def, 18 armour) Islira the pair of drakeskin leather boots (0 def, 18 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +18 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +10% acid / +6% light / +11% lightning / +10% cold / +6% mind / +13% fire Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Silence immunity: +10% Stun/Freeze immunity: +5% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | pouch of voratun shots 'Singepanic' (3/21, 61-73.2 power, 7 apr) pouch of voratun shots 'Singepanic' (3/21, 61-73.2 power, 7 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 61.0 - 73.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +19.0% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown * 10% chance to knock the target back On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +34 physical Burst (radius 1) on hit: +8 physical / +8 fire Shots are used with slings to pummel your foes to death. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | voratun helm 'Hanokor' (0 def, 15 armour) voratun helm 'Hanokor' (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +18 Str / +10 Con Changes resistances: +20% darkness / +5% arcane / +20% light Mental save: +20 (+5 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Goroharagrim the Dazzlestrider (0 def, 15 armour) Goroharagrim the Dazzlestrider (0 def, 15 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +15 Damage (Melee): 15 blight Changes stats: +6 Dex Changes resistances: +8% blight Changes damage: +11% blight Mental save: +30 (+8 eff.) Mana each turn: +0.20 Maximum life: +154.00 Damage Shield penetration: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | voratun ring 'Splendourbraid' voratun ring 'Splendourbraid'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: +15 (+3 eff.) Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 light Changes stats: +10 Cun / +10 Dex Changes resistances: +12% light Changes resistances penetration: +15% light Changes damage: +12% arcane Mental save: +29 (+8 eff.) Confusion immunity: +100% Spellpower: +15 (+5 eff.) Mindpower: +15 (+5 eff.) Light radius: +1 Rings can have magical properties. |
On fingers | Yvona =+20Temp= Yvona =+20Temp=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 physical Changes resistances: +20% temporal Changes damage: +20% temporal Physical save: +15 (+5 eff.) Mental save: +3 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
Around neck | The Black Core =6Infra 100Blind 100Life= The Black Core =6Infra 100Blind 100Life=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 260.59 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Around waist | Arablek the drakeskin leather belt Arablek the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +7.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Mag Changes resistances: +10% acid / +9% fire / +10% cold / +10% lightning Changes resistances penetration: +10% acid Critical mult.: +13.00% Maximum encumbrance: +50 Physical save: +12 (+4 eff.) Life regen: +0.80 Mana each turn: +0.47 Maximum mana: +41.00 Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
In off hand | reinforced voratun shield of earthen fury (12 def, 24 armour, 72-86.4 power, 296.5 block) reinforced voratun shield of earthen fury (12 def, 24 armour, 72-86.4 power, 296.5 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +296 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +24 Armour Hardiness: +9% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +16% physical Talent granted: +5 Block Handheld deflection devices. |
Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour) marshal's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Critical mult.: +21.00% Stealth bonus: +10 Physical save: +12 (+4 eff.) Maximum life: +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 11 Defense and your attacks will gain 34% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
acid wave rune (97 acid damage; dur 5; apply 21) acid wave rune (97 acid damage; dur 5; apply 21)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 96.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the duelist (245 acid damage; dur 5; apply 64) acid wave rune of the duelist (245 acid damage; dur 5; apply 64)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 244.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 64. The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the sneak (192 acid damage; dur 5; apply 62) acid wave rune of the sneak (192 acid damage; dur 5; apply 62)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 192.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 62. The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the wizard (200 acid damage; dur 5; apply 56) acid wave rune of the wizard (200 acid damage; dur 5; apply 56)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 unleash a wave of acid in a cone of radius 6, doing 200.42 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 56. The surge of natural acids will remove one detrimental magical effect from you. 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. |
biting gale rune of the sneak (185 cold damage; 62 apply power) biting gale rune of the sneak (185 cold damage; 62 apply power)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 184.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 62. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
lightning rune of the duelist (275 lightning damage) lightning rune of the duelist (275 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.52 to 274.56 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
shielding rune of the duelist (absorb 468 for 5 turns) shielding rune of the duelist (absorb 468 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 468 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. |
shielding rune of the duelist (absorb 574 for 5 turns) shielding rune of the duelist (absorb 574 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 574 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. |
shielding rune of the psychic (absorb 427 for 6 turns) shielding rune of the psychic (absorb 427 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 427 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 396 for 4 turns) shielding rune of the sneak (absorb 396 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 396 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 344 for 4 turns) shielding rune of the sneak (absorb 344 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 344 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 632 for 4 turns) shielding rune of the sneak (absorb 632 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 632 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 362 for 5 turns) shielding rune of the warrior (absorb 362 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 362 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 385 for 4 turns) shielding rune of the wizard (absorb 385 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 385 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 148) teleportation rune of the duelist (range 148)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: 19 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 148 with a minimum 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. |
teleportation rune of the sneak (range 131) teleportation rune of the sneak (range 131)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 131 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. |
teleportation rune of the warrior (range 112) teleportation rune of the warrior (range 112)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: 19 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ce'Nivea Ce'NiveaInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes damage: +9% arcane Critical mult.: +15.00% Mental save: +22 (+6 eff.) Cut immunity: +60% Confusion immunity: +42% Vim when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Mindpower: +28 (+8 eff.) Healing mod.: +29% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 232 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Glorokira =6Arp 5Crit 15CritM= Glorokira =6Arp 5Crit 15CritM=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +16.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
clarifying gold amulet of dexterity (+4) =34Conf= clarifying gold amulet of dexterity (+4) =34Conf=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% mind Confusion immunity: +34% Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
grounding copper amulet =21Stun= grounding copper amulet =21Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
grounding gold amulet of mastery (0.18 Technique / Buckler Training) =26Stun= grounding gold amulet of mastery (0.18 Technique / Buckler Training) =26Stun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.18 Technique / Buckler Training Stun/Freeze immunity: +26% Amulets can have magical properties. |
grounding voratun amulet of magic (+7) =44Stun= grounding voratun amulet of magic (+7) =44Stun=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +24% lightning Stun/Freeze immunity: +44% Amulets can have magical properties. |
protective voratun amulet of murder protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Armour: +6 Defense: +7 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +13.00% Physical save: +24 (+8 eff.) Amulets can have magical properties. |
restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +0.90 Amulets can have magical properties. |
restful steel amulet of willpower (+2) restful steel amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +1.60 Amulets can have magical properties. |
stabilizing gold amulet of constitution (+5) stabilizing gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +15% temporal Pinning immunity: +29% Knockback immunity: +26% Amulets can have magical properties. |
steel amulet 'Ulfugorn' steel amulet 'Ulfugorn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Str Changes resistances: +5% physical / +12% temporal Physical save: +9 (+3 eff.) Pinning immunity: +26% Knockback immunity: +20% Life regen: +1.70 Stamina each turn: +0.30 Amulets can have magical properties. |
stralite amulet 'Lisuthra' stralite amulet 'Lisuthra'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% blight Talent masteries: +0.34 Cunning / Survival +0.34 Cunning / Poisons Spell save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
Crackleviper =26rEle= Crackleviper =26rEle=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +26% lightning Changes damage: +10% lightning / +3% mind Rings can have magical properties. |
Gliriaba =5Infra= Gliriaba =5Infra=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil / +2 Mag Changes resistances: +5% arcane Spell save: +3 (+1 eff.) Blindness immunity: +31% Mana when firing critical spell: +1.00 Spell crit. chance: +2% Infravision radius: +5 See stealth: +14 See invisible: +17 Rings can have magical properties. |
Hellsnight the gold ring =4Mag= Hellsnight the gold ring =4Mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +1 Str / +4 Mag Changes damage: +6% fire Spell save: +8 (+2 eff.) Life regen: +0.80 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +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 / Combat training +0.30 Technique / Two-handed weapons +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. |
Silibeth the gold ring =28Stun= Silibeth the gold ring =28Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Stun/Freeze immunity: +28% Life regen: +2.90 Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
Yvorinn the copper ring =5Mag 5Wil= Yvorinn the copper ring =5Mag 5Wil=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +5 Wil / +5 Mag Changes resistances: +6% temporal Changes damage: +6% temporal Spellpower: +6 (+2 eff.) Rings can have magical properties. |
conjurer's gold ring of the mind (+13%) =5Wil 5Mag= conjurer's gold ring of the mind (+13%) =5Wil 5Mag=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +13% mind Changes damage: +13% mind Spellpower: +8 (+3 eff.) Rings can have magical properties. |
gold ring 'Turodogrim' gold ring 'Turodogrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Changes stats: +7 Dex Changes resistances: +2% physical Changes damage: +9% physical Critical mult.: +9.00% Rings can have magical properties. |
marksman's gold ring of tenacity =34Life 4Dex= marksman's gold ring of tenacity =34Life 4Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +28% Maximum life: +34.00 Rings can have magical properties. |
mule's copper ring of tenacity =20Enc= mule's copper ring of tenacity =20Enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
psionicist's steel ring of corrosion (+22%) =4Wil= psionicist's steel ring of corrosion (+22%) =4Wil=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +8 (+2 eff.) Rings can have magical properties. |
psionicist's stralite ring of light (+28%) =5Wil= psionicist's stralite ring of light (+28%) =5Wil=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +28% light Changes damage: +14% light Mental save: +10 (+3 eff.) Rings can have magical properties. |
rogue's copper ring =2Cun= rogue's copper ring =2Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's steel ring of corrosion (+22%) =3Cun= rogue's steel ring of corrosion (+22%) =3Cun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
rogue's voratun ring of perseverance =31Stun 7Cun= rogue's voratun ring of perseverance =31Stun 7Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Stun/Freeze immunity: +31% Life regen: +4.10 Rings can have magical properties. |
sneakthief's gold ring of darkness (+30%) =6Dex 6Cun= sneakthief's gold ring of darkness (+30%) =6Dex 6Cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +30% darkness Changes damage: +15% darkness Rings can have magical properties. |
steel ring 'Daimygahad' =15TempPen= steel ring 'Daimygahad' =15TempPen=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +3% temporal / +12% mind Changes resistances penetration: +15% temporal Changes damage: +12% mind Rings can have magical properties. |
steel ring 'Isladawen' =5Dex 5Cun mpt= steel ring 'Isladawen' =5Dex 5Cun mpt=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +10.00% Mana each turn: +0.04 Maximum mana: +20.00 Spell crit. chance: +1% Rings can have magical properties. |
steel ring of perseverance =22Stun= steel ring of perseverance =22Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Defense: +11 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.2 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's steel ring of nature (+24%) =4Con= titan's steel ring of nature (+24%) =4Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+3 eff.) Rings can have magical properties. |
treant's steel ring of lightning (+6%) =20rElec= treant's steel ring of lightning (+6%) =20rElec=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +5% nature / +20% lightning Changes damage: +10% lightning Poison immunity: +13% Disease immunity: +17% Rings can have magical properties. |
warrior's copper ring of darkness (+20%) =3Str= warrior's copper ring of darkness (+20%) =3Str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
warrior's stralite ring of perseverance =5Str 32Stun= warrior's stralite ring of perseverance =5Str 32Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +32% Life regen: +2.10 Rings can have magical properties. |
Uradin (43.5-60.9 power, 6 apr) Uradin (43.5-60.9 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+4 eff.) Changes resistances: +12% lightning Changes damage: +6% blight Cut immunity: +10% Disarm immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Blunt and deadly. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
drakeskin leather sling 'Xutira' drakeskin leather sling 'Xutira'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Changes resistances penetration: +22% physical Changes damage: +22% physical Maximum psi: +40.00 Resist all after a teleport: +2% Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters =**= Girdle of the Calm Waters =**=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle =70Enc= Mighty Girdle =70Enc=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception =**= Cloak of Deception =**=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Tarrydar the Taintwrecker (2 def, 0 armour) Tarrydar the Taintwrecker (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 4 acid Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +3% nature Maximum life: +61.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of drakeskin leather boots 'Arumira' (0 def, 5 armour) =20Mv= pair of drakeskin leather boots 'Arumira' (0 def, 5 armour) =20Mv=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: * 30% chance to disease Changes resistances: +3% blight / +12% fire / +15% cold Changes resistances penetration: +10% blight Changes damage: +9% blight / +6% mind Stamina each turn: +1.20 Maximum stamina: +32.00 Movement speed: +20% A pair of boots made of leather. |
wanderer's pair of voratun boots of invasion (0 def, 5 armour) wanderer's pair of voratun boots of invasion (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +4 Con Changes resistances penetration: +12% physical Physical save: +23 (+8 eff.) Mental save: +18 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Drydin the dwarven-steel gauntlets (0 def, 2 armour) =10Crit= Drydin the dwarven-steel gauntlets (0 def, 2 armour) =10Crit=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Damage (Melee): 7 lightning Changes resistances: +6% lightning / +6% blight Changes damage: +7% lightning Critical mult.: +7.00% Spell save: +3 (+1 eff.) Life regen: +1.60 Stamina each turn: +0.60 Maximum stamina: +13.00 Spell crit. chance: +7% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 56.61 to 70.77 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
1348 alchemist agate 1348 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunahell (dig speed 15 turns) =**= Gunahell (dig speed 15 turns) =**=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3 Str Critical mult.: +10.00% Maximum life: +26.00 Maximum stamina: +15.00 Mindpower: +8 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One =**= Eye of the Dreaming One =**=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
45 alchemist bloodstone 45 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of voratun shots 'Ereleharavon' (22/22, 54.5-65.4 power, 6 apr) pouch of voratun shots 'Ereleharavon' (22/22, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease * 25% chance to put talents on cooldown Damage (Ranged): +28 blight / +12 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Glaremight the dwarven-steel torque of psychoportation [power 57] (50 cooldown) Glaremight the dwarven-steel torque of psychoportation [power 57] (50 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% light Stamina each turn: +0.80 Light radius: +1 It can be used to teleport randomly (rad 57), putting all charms on cooldown for 50 turns. Torques are made by powerful psionics to store psionic powers. |
Dairotir [power 4] (16 cooldown) =10PhysPen= Dairotir [power 4] (16 cooldown) =10PhysPen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +1% physical Changes resistances penetration: +10% physical Critical mult.: +3.00% Maximum life: +30.00 It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Torchhue the dragonbone wand of clairvoyance [power 22] (9 cooldown) Torchhue the dragonbone wand of clairvoyance [power 22] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes resistances: +2% physical Changes damage: +3% fire Life regen: +0.40 Maximum life: +40.00 It can be used to reveal the area around you, dispelling darkness (radius 22, power 85 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of trap destruction [power 85] (15 cooldown) void elven-wood wand of trap destruction [power 85] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to disarm traps (85 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Wiggy the Skeleton Skirmisher level 34
63rd Dusk 123rd year of Ascendancy at 08:07 see stats
By Wiggy the Skeleton Skirmisher level 28
47th Pyre 123rd year of Ascendancy at 15:02 see stats
By Wiggy the Skeleton Skirmisher level 34
61st Dusk 123rd year of Ascendancy at 01:23 see stats
By Wiggy the Skeleton Skirmisher level 44
4th Allure 124th year of Ascendancy at 18:50 see stats
By Wiggy the Skeleton Skirmisher level 37
78th Dusk 123rd year of Ascendancy at 22:27 see stats
By Wiggy the Skeleton Skirmisher level 16
10th Haze 122nd year of Ascendancy at 16:34 see stats
By Wiggy the Skeleton Skirmisher level 7
4th Dusk 122nd year of Ascendancy at 05:25 see stats
By Wiggy the Skeleton Skirmisher level 36
74th Dusk 123rd year of Ascendancy at 23:21 see stats
By Wiggy the Skeleton Skirmisher level 35
69th Dusk 123rd year of Ascendancy at 01:28 see stats
By Wiggy the Skeleton Skirmisher level 25
75th Regrowth 123rd year of Ascendancy at 17:31 see stats
By Wiggy the Skeleton Skirmisher level 20
62nd Haze 122nd year of Ascendancy at 04:53 see stats
By Wiggy the Skeleton Skirmisher level 28
68th Pyre 123rd year of Ascendancy at 12:10 see stats
By Wiggy the Skeleton Skirmisher level 22
75th Haze 122nd year of Ascendancy at 16:30 see stats
By Wiggy the Skeleton Skirmisher level 28
47th Pyre 123rd year of Ascendancy at 15:48 see stats
By Wiggy the Skeleton Skirmisher level 10
28th Dusk 122nd year of Ascendancy at 13:09 see stats
By Wiggy the Skeleton Skirmisher level 20
61st Haze 122nd year of Ascendancy at 04:20 see stats
By Wiggy the Skeleton Skirmisher level 30
6th Flare 123rd year of Ascendancy at 02:33 see stats
By Wiggy the Skeleton Skirmisher level 40
36th Haze 123rd year of Ascendancy at 07:38 see stats
By Wiggy the Skeleton Skirmisher level 50
79th Regrowth 124th year of Ascendancy at 04:47 see stats
By Wiggy the Skeleton Skirmisher level 49
57th Regrowth 124th year of Ascendancy at 19:04 see stats
By Wiggy the Skeleton Skirmisher level 50
80th Regrowth 124th year of Ascendancy at 11:20 see stats
By Wiggy the Skeleton Skirmisher level 23
6th Decay 122nd year of Ascendancy at 23:10 see stats
By Wiggy the Skeleton Skirmisher level 36
74th Dusk 123rd year of Ascendancy at 16:04 see stats
By Wiggy the Skeleton Skirmisher level 19
61st Haze 122nd year of Ascendancy at 00:09 see stats
By Wiggy the Skeleton Skirmisher level 36
75th Dusk 123rd year of Ascendancy at 05:30 see stats
By Wiggy the Skeleton Skirmisher level 7
10th Dusk 122nd year of Ascendancy at 22:20 see stats
By Wiggy the Skeleton Skirmisher level 28
47th Pyre 123rd year of Ascendancy at 15:02 see stats
By Wiggy the Skeleton Skirmisher level 30
7th Flare 123rd year of Ascendancy at 13:54 see stats
By Wiggy the Skeleton Skirmisher level 49
79th Regrowth 124th year of Ascendancy at 01:30 see stats
By Wiggy the Skeleton Skirmisher level 11
33rd Dusk 122nd year of Ascendancy at 23:53 see stats
By Wiggy the Skeleton Skirmisher level 17
20th Haze 122nd year of Ascendancy at 17:49 see stats
By Wiggy the Skeleton Skirmisher level 39
29th Haze 123rd year of Ascendancy at 00:36 see stats
By Wiggy the Skeleton Skirmisher level 23
6th Decay 122nd year of Ascendancy at 23:10 see stats
By Wiggy the Skeleton Skirmisher level 16
3rd Haze 122nd year of Ascendancy at 16:47 see stats
By Wiggy the Skeleton Skirmisher level 47
29th Regrowth 124th year of Ascendancy at 07:55 see stats
By Wiggy the Skeleton Skirmisher level 33
60th Dusk 123rd year of Ascendancy at 05:25 see stats
Log
Umjam the Crusher hits Wiggy for 174 fire damage.
Wiggy casts Rune: Heat Beam.
Umjam the Crusher is on fire!
Wiggy is not stunned anymore.
You do not have enough ammo left!
You do not have enough ammo left!
Burning from Wiggy hits Umjam the Crusher for 0 fire damage.
Talent Kneecapper is ready to use.
Talent Nightshade Trap is ready to use.
Talent Sticky Smoke is ready to use.
Talent Swift Shot is ready to use.
Talent Disarming Trap is ready to use.
Lava floor heals Umjam the Crusher!
Umjam the Crusher casts Firebeam.
Umjam the Crusher receives 159 healing.
Umjam the Crusher hits Wiggy for 262 fire damage.
Wiggy hits Umjam the Crusher for 110 temporal damage.
Lava floor burns Wiggy!
Umjam the Crusher hits Wiggy for 174 fire damage.
Wiggy uses Kneecapper.
Wiggy's Kneecapper performs a ranged critical strike against Umjam the Crusher!
Umjam the Crusher is pinned to the ground.
Umjam the Crusher is crippled.
Wiggy's Kneecapper hits Umjam the Crusher for 861 physical, 28 physical, 0 fire, 7 physical (895 total damage).
Burning from Wiggy hits Umjam the Crusher for 0 fire damage.
Lava floor heals Umjam the Crusher!
Umjam the Crusher receives 159 healing.
Umjam the Crusher deactivates Fearscape.
Saving game...