Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 50 / 2915% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 201.4808625953 (base 60) |
Dexterity | 126.75647389568 (base 60) |
Constitution | 120 (base 60) |
Magic | 151.84013309492 (base 60) |
Willpower | 101 (base 60) |
Cunning | 101 (base 60) |
Resources
Mana | 429/429 |
Psi | 221/221 |
Paradox | 375 |
Life | 1885/1885 |
Positive | 0/97 |
Stamina | 174/174 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 17.819621598313 |
Speed
Mental | +12.83966364295% |
Attack | 0% |
Movement | +98.170319262% |
Spell | +12.83966364295% |
Global | +152.52589672114% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 9 |
See Stealth | 23 |
See Invisible | 38 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Barehand
Damage | 159 |
Accuracy | 80 |
Crit Chance | 99% |
APR | 15 |
Speed | 0.53 |
Offense: Spell
Spellpower | 100.70360865633 |
Crit Chance | 91% |
Speed | 0.88621320528234 |
Offense: Mind
Mindpower | 84.16808625953 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
All | +27% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 133.19340791727 (84.2%) |
Defense | 82.090116895901 |
Ranged Defense | 91.204741380802 |
Fatigue | 0 |
Physical Save | 106.32553143079 |
Spell Save | 112.96151105909 |
Mental Save | 64.8625 |
Defense: Resistances
All | + 22%( 86%) |
Defense: Immunities
Knockback Resistance | 55% |
Stun Resistance | 100% |
Confusion Resistance | 94% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1129% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 704 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 38% for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 911% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
Chronomancy / Paradox | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Matter | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Doomelf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Strength of Purpose |
talent | Retribution |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Quantum Feed |
talent | True Grit |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Essence of Speed |
talent | Inner Power |
talent | Weapon of Light |
talent | Feather Wind |
talent | Shock Hands |
talent | Corruption of the Doomed |
talent | Shielding |
talent | Second Life |
talent | Arcane Feed |
talent | Arcane Power |
talent | Shadow Feed |
talent | Carbon Spikes |
talent | Thermal Shield |
talent | Shield of Light |
talent | Daunting Presence |
talent | Fiery Hands |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Stone Skin |
talent | Hymn of Perseverance |
talent | Exploit Weakness |
talent | Searing Sight |
talent | Numbing Poison |
talent | Chant of Fortitude |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
beneficial effect | Has a 55% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.9 throws remaining) Grappling Defensively |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade 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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by large brown snake. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the injured seer from death by Bethodheda the skeleton archer. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by black mamba. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1266. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within2 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | phy pen (25 def, 11 armour) phy pen (25 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +11 Defense: +25 Fatigue: +5% Changes stats: +10 Mag / +6 Wil / +6 Con Changes resistances: +6% blight / +9% acid Changes resistances penetration: +25% physical Changes damage: +10% acid / +12% physical / +10% blight Critical mult.: +6.00% Disease immunity: +52% Spellpower: +9 Mindpower: +9 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 43 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. Press to compare |
Light source | Smolderoblivion SmolderoblivionPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 23 fire Changes resistances: +8% blight / +22% fire / +15% darkness Changes resistances penetration: +15% all Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +50% Confusion immunity: +30% Psi when hit: +0.12 Maximum hate: +6.00 Maximum psi: +50.00 Spellpower: +6 Spell crit. chance: +6% Light radius: +12 Infravision radius: +4 See stealth: +23 See invisible: +38 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 23 cooldown : Effective talent level: 4.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 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. Press to compare |
Cloak | 1234 (17 def, 0 armour) 1234 (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 Changes stats: +12 Mag / +11 Wil Changes resistances: +12% fire Changes resistances penetration: +15% arcane / +10% physical Changes damage: +15% arcane Critical mult.: +30.00% Physical save: +15 Spell save: +15 Life regen: +0.80 Maximum mana: +140.00 Maximum stamina: +20.00 Spellpower: +10 Spell crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +12 Defense: +15 Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +20% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +15% Mental crit. chance: +5% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.4 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 373.02 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. Press to compare |
Inventory
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
healing infusion of the psychic (heal 278) healing infusion of the psychic (heal 278)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1125% speed; 6 turns) movement infusion of the wizard (1125% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1125% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
Rune of the Rift (554.00 temporal damage, removed from time 4 turns) Rune of the Rift (554.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 703.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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. |
shielding rune of the sneak (absorb 612 for 6 turns) shielding rune of the sneak (absorb 612 for 6 turns)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 612 damage for 6 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. |
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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Pinning immunity: +25% Knockback immunity: +24% Amulets can have magical properties. |
Airvagrant the gold amulet Airvagrant the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +2 Wil Changes resistances: +22% fire / +30% cold Changes damage: +9% lightning 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 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
233 233Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Str / +20 Dex / +10 Wil / +8 Cun / +10 Con Changes resistances: +9% lightning / +25% temporal Changes resistances penetration: +5% lightning / +15% temporal Changes damage: +27% darkness / +3% temporal Talent mastery: +0.28 Chronomancy / Spacetime Folding Pinning immunity: +50% Knockback immunity: +48% Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
234 234Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Armour: +8 Defense: +16 Ranged Defense: +4 Effects on melee hit: * 30% chance to daze Changes resistances: +6% blight Changes resistances cap: +7% all Changes resistances penetration: +10% lightning Changes damage: +11% blight / +15% fire / +3% lightning Talent mastery: +0.39 Cunning / Ambush Critical mult.: +34.00% Physical save: +27 Silence immunity: +5% Teleport immunity: +10% Spellpower: +14 Amulets can have magical properties. |
Bigrim BigrimInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +8 Cun / +10 Con Changes resistances: +15% lightning / +25% light / +6% blight / +27% mind / +30% darkness Physical save: +21 Spell save: +21 Mental save: +21 Blindness immunity: +50% Confusion immunity: +50% Teleport immunity: +25% Life regen: +1.50 Stamina each turn: +1.50 Mindpower: +4 Movement speed: +10% Amulets can have magical properties. |
Cyriba the Glintreeve Cyriba the GlintreeveInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 mind / 4 fire Changes stats: +10 Str / +10 Dex / +30 Wil / +2 Cun Changes damage: +6% light Grants telepathy: Dragon Humanoid/Orc Life regen: +3.90 Light radius: +1 Amulets can have magical properties. |
Darkprophet DarkprophetInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 45% chance to blind Changes stats: +10 Str / +10 Dex / +10 Wil Changes resistances: +29% lightning / +25% temporal / +3% mind / +15% darkness Changes resistances penetration: +10% light Changes damage: +9% darkness / +9% light Critical mult.: +20.00% Pinning immunity: +50% Stun/Freeze immunity: +46% Knockback immunity: +33% Amulets can have magical properties. |
Getuthel GetuthelInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Defense: +19 Fatigue: -20% Changes stats: +20 Lck Changes resistances: +3% fire / +9% temporal / +3% light / +3% mind Changes resistances penetration: +10% mind Changes damage: +12% acid Blindness immunity: +26% Life regen: +9.00 Infravision radius: +9 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Gogund the voratun amulet Gogund the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +2 Ranged Defense: +2 Fatigue: -10% Damage (Melee): 14 light / 15 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 14% chance to blind Changes stats: +10 Dex / +10 Cun / +16 Con Changes resistances: +29% temporal / +5% arcane / +6% cold Changes damage: +11% light / +14% darkness Physical save: +21 Disease immunity: +5% Pinning immunity: +55% Stun/Freeze immunity: +15% Knockback immunity: +44% Life regen: +4.20 Stamina each turn: +1.50 Maximum life: +80.00 Infravision radius: +1 Movement speed: +10% Amulets can have magical properties. |
Islylrabeth the voratun amulet Islylrabeth the voratun amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 14% chance to inflict damage reduction Damage when hit (Melee): 12 temporal Changes stats: +10 Dex / +8 Mag / +6 Wil / +10 Cun / +10 Con Changes resistances: +3% darkness / +3% cold Changes damage: +10% light / +15% darkness Mental save: +21 Silence immunity: +20% Confusion immunity: +19% Life regen: +1.50 Stamina each turn: +1.30 Only die when reaching: -20.00 life Mindpower: +15 Movement speed: +10% Amulets can have magical properties. |
Urthodir UrthodirInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Damage when hit (Melee): 8 blight Changes stats: +30 Str / +10 Dex / +10 Wil Changes resistances: +18% acid / +3% temporal Changes resistances cap: +7% all Changes resistances penetration: +10% acid Changes damage: +6% blight Physical save: +27 Amulets can have magical properties. |
Voidspiker the voratun amulet Voidspiker the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 Fatigue: -10% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 darkness Changes stats: +9 Dex / +6 Wil / +10 Cun / +10 Con Changes resistances: +3% lightning / +5% arcane Changes resistances cap: +7% all Changes resistances penetration: +15% darkness Changes damage: +6% acid Physical save: +24 Mental save: +15 Cut immunity: +80% Confusion immunity: +25% Life regen: +1.10 Stamina each turn: +1.50 Mindpower: +13 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 489 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
dps dpsPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances penetration: +10% arcane Changes damage: +29% blight / +30% fire / +9% physical Talent mastery: +0.35 Spell / Explosive admixtures Critical mult.: +55.00% Maximum encumbrance: +50 Physical save: +20 Spellpower: +30 Healing mod.: +15% 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. |
voratun amulet 'Filthdredge' voratun amulet 'Filthdredge'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +8 Changes stats: +1 Dex / +2 Wil Changes resistances: +6% nature / +11% physical Changes damage: +6% physical Critical mult.: +14.00% Stamina each turn: +0.70 Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
voratun amulet 'Isawe' voratun amulet 'Isawe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +10 Dex / +10 Mag / +10 Cun / +9 Con Changes resistances penetration: +15% arcane Changes damage: +13% blight / +13% fire Critical mult.: +20.00% Spell save: +18 Life regen: +5.90 Stamina each turn: +1.10 Maximum mana: +40.00 Spellpower: +15 Movement speed: +10% Damage Shield penetration: +30% Amulets can have magical properties. |
voratun amulet 'Squalorwasp' voratun amulet 'Squalorwasp'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -8% Damage when hit (Melee): 12 physical Changes stats: +11 Dex / +3 Con Changes resistances: +30% temporal Changes damage: +3% nature Talent masteries: +0.34 Technique / Archery - slings +0.34 Technique / Two-handed weapons Critical mult.: +20.00% Pinning immunity: +50% Knockback immunity: +50% Only die when reaching: -40.00 life Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Bregehek BregehekPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +8 Changes stats: +3 Mag / +3 Cun / +2 Con Changes resistances: +3% acid / +3% temporal / +12% fire Physical save: +4 Spellpower: +7 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
Demonstreak DemonstreakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +9% darkness / +6% nature Changes damage: +3% darkness Rings can have magical properties. |
steel ring of lightning (+22%) steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Zubyth the Blastobsidian Zubyth the BlastobsidianPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +3 Wil Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +5% mind Changes damage: +9% mind Mental save: +14 Confusion immunity: +20% Spellpower: +7 Mindpower: +8 Rings can have magical properties. |
Forestsage the stralite ring Forestsage the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 darkness / 4 fire Changes stats: +9 Cun Changes resistances: +6% fire Changes resistances penetration: +20% nature Changes damage: +6% darkness Rings can have magical properties. |
Neryra the Bleakpierce Neryra the BleakpierceCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Damage when hit (Melee): 8 darkness Changes stats: +6 Cun / +7 Wil Changes resistances: +3% darkness Changes damage: +24% blight Mental save: +14 Disarm immunity: +24% Pinning immunity: +35% Knockback immunity: +37% Maximum life: +30.00 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
solipsist's stralite ring of pilfering solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +11 Changes stats: +8 Cun / +7 Wil Mindpower: +9 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
123 123Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 Armour penetration: +17 Defense: +10 Damage when hit (Melee): 4 acid Changes stats: +10 Dex / +8 Cun / +3 Con Changes resistances: +9% cold / +35% fire Changes resistances penetration: +5% acid Changes damage: +19% fire Critical mult.: +6.00% Physical save: +10 Spell save: +3 Silence immunity: +50% Mana each turn: +0.40 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
Aradontir the voratun ring Aradontir the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Damage when hit (Melee): 12 arcane Changes stats: +10 Mag / +1 Cun / +6 Con Changes resistances: +5% arcane / +20% temporal Changes damage: +3% physical / +20% temporal Reduces incoming crit damage: 5.00% Spell save: +40 Only die when reaching: -40.00 life Maximum stamina: +39.00 Mental crit. chance: +1% Rings can have magical properties. |
Armosin the Balanceprophet Armosin the BalanceprophetPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Damage when hit (Melee): 12 mind Changes stats: +10 Str / +10 Wil / +7 Cun / +10 Con Changes resistances: +6% nature Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Life regen: +2.00 Maximum life: +100.00 Mindpower: +17 Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Burnswift BurnswiftInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +16 Defense: +37 Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 fire Changes stats: +2 Dex / +2 Mag / +1 Wil / +10 Cun Changes resistances: +12% fire / +40% cold Changes resistances penetration: +5% acid Changes damage: +20% cold Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
Chargevagrant ChargevagrantInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Effects on melee hit: * 45% chance to daze * 15% chance to inflict damage reduction * 10% chance to gain 10% of a turn Changes stats: +10 Dex / +6 Wil / +16 Cun Changes resistances: +35% lightning Changes resistances penetration: +20% temporal Changes damage: +19% lightning / +6% temporal Stun/Freeze immunity: +50% Life regen: +4.80 Mindpower: +15 Rings can have magical properties. |
Eremugalin the Scaldknave Eremugalin the ScaldknaveInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Effects on melee hit: * 16% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Damage when hit (Melee): 12 acid Changes stats: +20 Cun / +10 Dex Changes resistances: +15% acid / +9% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +15 Spell save: +18 Mental save: +16 Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +14.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Glintsweep GlintsweepInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Damage when hit (Melee): 8 light Changes stats: +10 Str / +2 Cun / +19 Con Changes resistances: +18% blight / +52% nature / +9% light Changes resistances penetration: +15% light Changes damage: +20% nature Grants telepathy: Dragon Physical save: +38 Poison immunity: +30% Disease immunity: +25% Rings can have magical properties. |
Glorariatira GlorariatiraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -8% Effects on melee hit: * 15% chance to corrode armor * 20% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random insanity Damage (Ranged): 24 bleed Damage when hit (Melee): 12 acid Changes stats: +3 Dex / +8 Mag / +11 Wil / +17 Cun Changes resistances: +3% physical Maximum encumbrance: +32 Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Maximum hate: +13.00 Spellpower: +15 Mindpower: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Healraider HealraiderCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Physical power: +15 Armour: +4 Defense: +6 Ranged Defense: +6 Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +10 Dex / +10 Cun / +10 Con Changes resistances: +3% fire Maximum encumbrance: +38 Physical save: +18 Spell save: +21 Mental save: +18 Poison immunity: +15% Cut immunity: +10% Knockback immunity: +15% Rings can have magical properties. |
Isetha the Barkorder Isetha the BarkorderPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 23 mind / 4 nature Changes stats: +16 Mag / +16 Wil / +8 Cun Changes resistances: +3% temporal / +3% nature / +40% fire Changes resistances penetration: +15% nature Changes damage: +20% fire Spell save: +32 Spellpower: +14 Mindpower: +14 Rings can have magical properties. |
Morningquencher the voratun ring Morningquencher the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to cause random insanity * 30% chance to blind Damage (Melee): 21 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Damage when hit (Melee): 12 light Changes stats: +10 Str / +7 Mag / +8 Wil / +6 Cun Changes resistances: +6% fire / +40% cold Changes resistances penetration: +10% light Changes damage: +20% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +11 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.8 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
Poriralle PorirallePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +16 Physical power: +15 Defense: +14 Effects on melee hit: * 20% chance to cause random insanity Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random insanity Damage (Ranged): 25 bleed Changes stats: +10 Str / +11 Mag / +10 Cun / +10 Con Changes resistances penetration: +10% mind Spell save: +20 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. 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 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Skysquall SkysquallInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Damage when hit (Melee): 20 lightning / 8 fire / 8 arcane Changes stats: +10 Dex / +9 Cun / +2 Con Changes resistances: +15% blight / +6% fire / +12% nature Changes damage: +9% lightning Spell save: +20 Poison immunity: +22% Disease immunity: +28% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +42.00 Maximum stamina: +32.00 Rings can have magical properties. |
Swampfiend the voratun ring Swampfiend the voratun ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 69% chance to blind Effects on ranged hit: * 70% chance to blind Changes stats: +10 Wil Changes resistances: +9% lightning / +3% cold / +6% light / +3% temporal Changes damage: +15% nature Mental save: +20 Blindness immunity: +47% Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Zubomiwe ZubomiweInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes damage: +6% blight / +3% arcane Critical mult.: +10.00% Mental save: +15 Confusion immunity: +50% Mana when firing critical spell: +3.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 Damage Shield penetration: +20% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Adyriavea' voratun ring 'Adyriavea'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +1 Dex / +4 Con Changes resistances: +40% acid / +40% fire / +2% physical Changes resistances penetration: +10% blight Changes damage: +20% acid / +20% fire Critical mult.: +6.00% Spell save: +18 Life regen: +2.00 Maximum life: +110.00 Maximum stamina: +40.00 Healing mod.: +30% Rings can have magical properties. |
voratun ring 'Dourwill' voratun ring 'Dourwill'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Dex / +8 Mag / +8 Cun Changes resistances: +6% darkness Changes resistances penetration: +20% darkness / +10% mind Changes damage: +12% mind Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Spellpower: +12 Rings can have magical properties. |
voratun ring 'Obsidianveil' voratun ring 'Obsidianveil'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Fatigue: -10% Damage when hit (Melee): 4 blight Changes stats: +8 Cun / +8 Wil Changes resistances: +40% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +6% blight / +35% darkness / +8% all Maximum encumbrance: +40 Spellpower: +17 Mindpower: +35 Rings can have magical properties. |
voratun ring 'Prismfame' voratun ring 'Prismfame'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 Armour penetration: +15 Defense: +17 Changes stats: +9 Cun / +10 Dex Changes resistances penetration: +5% light Changes damage: +3% physical Reduces incoming crit damage: 15.00% Physical save: +21 Spell save: +18 Mental save: +18 Stun/Freeze immunity: +50% Life regen: +3.50 Stamina each turn: +1.00 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Stormtrencher' voratun ring 'Stormtrencher'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +52 Armour penetration: +17 Defense: +32 Changes stats: +10 Dex / +6 Con Changes resistances: +6% temporal / +3% light / +6% cold / +5% arcane / +3% fire Changes resistances penetration: +10% lightning Spell save: +20 Mental save: +6 Maximum stamina: +34.00 Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 4.8 Power cost: 23 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 44% for 5 turns. Rings can have magical properties. |
voratun ring 'Taintnail' voratun ring 'Taintnail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 Physical crit. chance: +1.0% Physical power: +4 Changes stats: +10 Dex / +2 Mag / +2 Cun Changes resistances: +3% physical Changes resistances penetration: +10% nature Changes damage: +6% physical Life regen: +0.40 Rings can have magical properties. |
voratun ring 'Umbrarebel' voratun ring 'Umbrarebel'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Armour: +18 Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +9 Str / +10 Dex Changes resistances penetration: +10% temporal Changes damage: +12% darkness / +9% temporal Silence immunity: +39% Stun/Freeze immunity: +50% Life regen: +4.80 Mana each turn: +0.33 Rings can have magical properties. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 112 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 122% damage. If the attack hits, the target's armour and saves are reduced by 13 for 6 turns. Also if the target is protected by a temporary damage shield there is 67% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 This large steel greatmaul has thick vines wrapped around the handle. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 34 power out of 150/150) : Effective talent level: 3.0 Power cost: 34 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 402.30. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. This item has been sent to the Item's Vault. |
Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 23 power out of 60/60) : Effective talent level: 2.0 Power cost: 23 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 132.1 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Scorchresolve the dwarven-steel longsword (23-32.2 power, 4 apr) Scorchresolve the dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * Slows global speed by 40% Damage (Melee): +20 cold Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% light Spell save: +10 Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Aerubeth (41.5-58.1 power, 6 apr) Aerubeth (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 temporal Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 20 temporal Changes stats: +1 Dex / +1 Mag / +3 Wil / +2 Con Changes resistances: +17% temporal Sharp, long, and deadly. |
Cracklezephyr the voratun longsword (55-77 power, 6 apr) Cracklezephyr the voratun longsword (55-77 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +8 mind Burst (radius 1) on hit: +8 lightning / +20 fire When wielded/worn: Armour penetration: +15 Changes stats: +1 Cun Changes resistances penetration: +15% physical Changes damage: +13% physical / +6% mind / +6% arcane Mental save: +29 Hate when firing a critical mind attack: +1.00 Sharp, long, and deadly. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword 'Glowstreak' (57-79.8 power, 6 apr) voratun longsword 'Glowstreak' (57-79.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to corrode armor * 25% chance to put talents on cooldown Damage (Melee): +30 cold Burst (radius 2) on crit: +4 mind / +12 light When wielded/worn: Changes resistances: +6% blight / +6% acid / +9% lightning Changes resistances penetration: +15% acid Life regen: +2.50 Light radius: +2 Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 It can be used to activate talent Rush (costing 9 power out of 25/25) : Effective talent level: 3.6 Power cost: 9 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Camarin (57-79.8 power, 6 apr) Camarin (57-79.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +24 Physical crit. chance: +25.0% Changes resistances: +3% temporal / +4% physical Critical mult.: +31.00% Reduces incoming crit damage: 5.00% Physical save: +20 Spell save: +6 Confusion immunity: +10% Blunt and deadly. |
Serpentumbra (47-65.8 power, 6 apr) Serpentumbra (47-65.8 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to daze * 21 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +49 insidious poison / +20 nature When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% nature / +3% fire Changes resistances penetration: +15% lightning / +25% nature Changes damage: +6% nature / +9% fire Blunt and deadly. |
voratun mace 'Radhihell' (44-61.6 power, 6 apr) voratun mace 'Radhihell' (44-61.6 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target Damage (Melee): +13 mind When wielded/worn: Accuracy: +13 Damage when hit (Melee): 12 mind Changes stats: +5 Dex / +4 Mag Changes resistances: +3% mind Changes resistances penetration: +8% mind / +13% darkness Changes damage: +9% arcane Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. Blunt and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
Smolderquick (40.5-56.7 power, 6 apr) Smolderquick (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +50 insidious poison / +20 mind / +4 fire / +16 arcane / +20 nature Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical power: +15 Changes stats: +3 Con Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +14% physical Changes damage: +3% fire Disarm immunity: +35% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 4 cooldown. One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 47 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
thorny mindstar of sand (9-9.9 power, 24 apr, mind damage) thorny mindstar of sand (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sparkspawn the pulsing mindstar (13.5-14.85 power, 32 apr, mind damage) Sparkspawn the pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Wil / +1 Con Changes damage: +9% lightning Physical save: +9 Spell save: +9 Mental save: +8 Equilibrium when hit: +2.10 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Activating this item is instant. It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Wrathroot's Barkwood (9 def, 10 armour, 26.5 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26.5 dam, 60 block)Requires: - Cunning 25 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Bethossra (12 def, 3 armour, 75.5 dam, 196 block) Bethossra (12 def, 3 armour, 75.5 dam, 196 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +8 acid / +18 fire Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +36 light / +40 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 39 fire Changes stats: +4 Str Changes resistances: +12% light / +3% nature / +17% fire / +5% arcane / +15% darkness Talent granted: +5 Block Silence immunity: +15% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! Press to compare |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. Press to compare |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +3 Defense: +9 Damage when hit (Melee): 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 14 power out of 25/25) : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 3 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. Press to compare |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. Press to compare |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. Press to compare |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. Press to compare |
Yvenor (2 def, 4 armour) Yvenor (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 12 physical Changes stats: +1 Wil Changes resistances: +6% blight Changes resistances penetration: +5% arcane Life regen: +4.40 Maximum life: +54.00 Healing mod.: +26% A suit of armour made of leather. Press to compare |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Requires: - Level 35 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. This item has been sent to the Item's Vault. Press to compare |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow all units within 5 spaces (including yourself) by 40%, costing 14 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. Press to compare |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
reinforced hardened leather belt of recklessness reinforced hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +7 Defense: +9 Critical mult.: +7.00% Physical save: +12 A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 59 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
11 11Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +26 Damage when hit (Melee): 16 arcane Changes stats: +12 Str / +12 Con Changes resistances: +21% fire / +5% arcane / +15% cold Changes damage: +3% fire Reduced damage from: +44% Summoned Physical save: +27 Size category: +2 A belt that goes around your waist. |
Airoath AiroathInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to gain 10% of a turn Changes stats: +5 Str / +6 Dex / +7 Wil / +6 Cun Changes resistances: +6% lightning Changes resistances penetration: +20% temporal Changes damage: +6% temporal Reduced damage from: +41% Summoned Physical save: +20 Spell save: +20 Mental save: +20 Life regen: +3.30 Maximum life: +70.00 Healing mod.: +19% A belt that goes around your waist. |
Belymissra the drakeskin leather belt Belymissra the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 Fatigue: -8% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +12 Dex / +6 Wil / +11 Cun / +3 Con / +9 Lck Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +60 Spell save: +15 Mental crit. chance: +15% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 34 power out of 60/60) : Effective talent level: 1.2 Power cost: 34 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 230.25 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. Press to compare |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.4 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 15 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. Press to compare |
cashmere cloak 'Flashzephyr' (2 def, 0 armour) cashmere cloak 'Flashzephyr' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +7 Defense: +2 Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +1 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +9% lightning Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
cashmere cloak 'Radhylathagrim' (2 def, 0 armour) cashmere cloak 'Radhylathagrim' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +3% blight / +9% fire Changes damage: +3% temporal Spell save: +10 Mental save: +11 Blindness immunity: +20% Cut immunity: +5% Disarm immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +6 Defense: +2 Changes stats: +2 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
elven-silk cloak 'Hellsrupture' (17 def, 0 armour) elven-silk cloak 'Hellsrupture' (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +10 Defense: +17 Changes stats: +1 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +1 Con Changes resistances: +12% blight / +3% temporal / +6% fire Changes resistances penetration: +15% fire Reduces incoming crit damage: 5.00% Physical save: +12 Spell save: +15 Maximum mana: +80.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Bleakfoe the pair of drakeskin leather boots (25 def, 5 armour) Bleakfoe the pair of drakeskin leather boots (25 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: +5% Effects on melee hit: * 47% chance to inflict damage reduction Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +2 Mag / +4 Cun Changes resistances: +3% fire Changes resistances penetration: +5% lightning / +10% fire / +10% darkness Changes damage: +9% darkness Physical save: +15 Spell save: +18 Mental save: +15 Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 15 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Elaba the Coalpiercer (25 def, 5 armour) Elaba the Coalpiercer (25 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +4 Str / +4 Dex / +6 Wil / +4 Cun / +10 Con Changes resistances: +15% darkness Changes resistances penetration: +8% physical Changes damage: +12% mind / +6% darkness / +6% light Mindpower: +9 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. Press to compare |
Glowwhisper (10 def, 5 armour) Glowwhisper (10 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 Ranged Defense: +10 Fatigue: +5% Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +5% light Critical mult.: +10.00% Physical save: +14 Spell save: +13 Mental save: +18 Silence immunity: +10% Confusion immunity: +50% Stun/Freeze immunity: +49% Knockback immunity: +5% Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. Press to compare |
Growthobsidian (0 def, 5 armour) Growthobsidian (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Con / +12 Wil Changes resistances: +5% arcane Changes resistances penetration: +17% physical Changes damage: +18% nature Grants telepathy: Dragon Mindpower: +17 Infravision radius: +3 Movement speed: +40% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 51 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. Press to compare |
Hathygrim the pair of drakeskin leather boots (19 def, 9 armour) Hathygrim the pair of drakeskin leather boots (19 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +19 Ranged Defense: +18 Fatigue: +5% Effects on melee hit: * 40 arcane resource burn Changes stats: +4 Str / +6 Mag / +4 Con Changes resistances: +6% darkness Physical save: +10 Spell save: +7 Confusion immunity: +5% Only die when reaching: -60.00 life Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Zubatira (0 def, 5 armour) Zubatira (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +4 Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +4 Wil / +2 Con Changes resistances: +14% lightning / +15% temporal Infravision radius: +2 See invisible: +3 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 14 cooldown. A pair of boots made of leather. Press to compare |
pair of iron boots 'Korekalthoran' (0 def, 3 armour) pair of iron boots 'Korekalthoran' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +3 Con Changes resistances penetration: +10% physical Changes damage: +9% blight Critical mult.: +3.00% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Falanarichak the Flarepanic (0 def, 4 armour) Falanarichak the Flarepanic (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +6 Str / +9 Mag / +3 Wil / +5 Con Changes resistances penetration: +10% temporal Changes damage: +7% acid / +6% physical / +7% blight / +6% fire / +15% temporal Disease immunity: +38% Spellpower: +6 Size category: +1 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 14 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 18 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. Press to compare |
Beigadestir the Lavakin (0 def, 5 armour) Beigadestir the Lavakin (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 4 fire Changes resistances: +18% lightning / +35% temporal / +23% darkness / +15% fire / +5% arcane / +14% cold Changes resistances penetration: +17% temporal / +20% darkness / +5% nature Changes damage: +3% fire Physical save: +15 Spell save: +21 Mental save: +15 Defense after a teleport: +26 Resist all after a teleport: +20% New effects duration reduction after a teleport: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Gliyalle the pair of voratun boots (0 def, 5 armour) Gliyalle the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Wil / +6 Cun / +6 Con Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% temporal Changes damage: +9% arcane Physical save: +37 Spell save: +15 Mental save: +40 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Movement speed: +20% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Ivogath (23 def, 5 armour) Ivogath (23 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 Fatigue: +4% Changes stats: +5 Mag / +4 Wil / +5 Cun / +7 Con Physical save: +20 Spell save: +20 Mental save: +22 Stamina each turn: +0.80 Only die when reaching: -80.00 life Spellpower: +6 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 14 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Stormstinger the pair of voratun boots (9 def, 15 armour) Stormstinger the pair of voratun boots (9 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 Ranged Defense: +9 Fatigue: +4% Changes stats: +1 Wil / +5 Cun / +5 Con Changes damage: +9% lightning / +12% blight Physical save: +22 Mental save: +25 Mana each turn: +0.04 Mana when firing critical spell: +3.00 Maximum vim: +20.00 Infravision radius: +3 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of voratun boots 'Baladuhad' (20 def, 5 armour) pair of voratun boots 'Baladuhad' (20 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 Ranged Defense: +17 Fatigue: +4% Changes stats: +1 Wil Changes resistances: +3% acid Physical save: +28 Spell save: +21 Mental save: +22 Mana when firing critical spell: +3.00 Maximum vim: +30.00 Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 646.06 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Cinderdream the hardened leather gloves (0 def, 2 armour) Cinderdream the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Damage when hit (Melee): 4 fire Changes stats: +4 Str Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +9% fire When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Hatherain' (0 def, 2 armour) hardened leather gloves 'Hatherain' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes resistances: +1% physical / +6% mind / +6% cold Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +6 Cut immunity: +15% Silence immunity: +10% Spell crit. chance: +14% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets 'Lorumahad' (0 def, 1 armour) iron gauntlets 'Lorumahad' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +3 Mag Changes resistances: +6% light / +6% darkness Spellpower: +8 Infravision radius: +1 When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +8 blight Burst (radius 2) on crit: +10 light / +12 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 130.44 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. |
iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Burst (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of strength (+2) (0 def, 7 armour) sand iron gauntlets of strength (+2) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +3% physical When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
Blazevein (0 def, 5 armour) Blazevein (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 lightning Changes stats: +7 Str / +4 Dex / +7 Wil / +5 Cun Changes resistances: +13% physical / +14% blight / +28% cold / +15% nature / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane Allows you to breathe in: water Reduces incoming crit damage: 5.00% Physical save: +12 Disease immunity: +10% Disarm immunity: +5% A cap made of leather. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Unrimas (3 def, 0 armour) Unrimas (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Mag / +7 Wil Changes resistances: +30% acid / +30% light Changes resistances penetration: +15% mind Changes damage: +20% acid / +20% light / +12% mind Mana each turn: +3.00 Mana when hit: +3.00 Maximum mana: +85.00 Maximum psi: +40.00 Spellpower: +15 Mindpower: +4 Mental crit. chance: +6% It can be used to activate talent Manaflow, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Zubimita (3 def, 0 armour) Zubimita (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +3 Damage when hit (Melee): 8 physical Changes stats: +7 Cun / +7 Wil Changes damage: +8% all Reduces incoming crit damage: 16.00% Physical save: +27 Life regen: +0.40 Mana each turn: +3.30 Mana when hit: +2.90 Only die when reaching: -80.00 life Maximum mana: +110.00 Maximum stamina: +25.00 Spellpower: +14 Spell crit. chance: +10% Mindpower: +6 Mental crit. chance: +4% It can be used to activate talent Manaflow, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Flarebearer' (12 def, 5 armour) drakeskin leather cap 'Flarebearer' (12 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour: +5 Defense: +12 Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 16 fire / 10 physical Changes stats: +5 Str / +8 Dex / +4 Wil / +13 Cun Changes resistances: +12% fire Changes resistances penetration: +15% arcane Mindpower: +6 Light radius: +3 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 307.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Branydesin (0 def, 7 armour) Branydesin (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 Armour: +7 Fatigue: +2% Changes stats: +5 Str / +7 Dex Changes resistances: +8% lightning / +8% temporal Critical mult.: +9.00% Maximum stamina: +15.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
11111 (11 def, 5 armour) 11111 (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +8 Physical crit. chance: +5.0% Armour: +5 Defense: +11 Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +9 Str / +13 Dex / +11 Cun / +10 Con Changes resistances penetration: +10% light Changes damage: +10% all Critical mult.: +15.00% Spell save: +3 Mana each turn: +0.04 Maximum hate: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazerebel (0 def, 5 armour) Blazerebel (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +5 Str / +4 Dex / +11 Wil / +5 Cun / +5 Con Changes resistances: +30% blight / +6% lightning / +15% nature / -35% light Changes damage: +12% light Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spell save: +10 Mental save: +30 Life regen: +8.00 Maximum life: +85.00 Light radius: +2 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glitterglamour the voratun helm (0 def, 11 armour) Glitterglamour the voratun helm (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 light / 9 physical Changes stats: +5 Str Changes resistances: +6% temporal / +20% light / +3% blight / +3% fire / +5% arcane / +20% darkness Physical save: +21 Spell save: +10 Light radius: +2 Infravision radius: +3 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 307.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Liseba the voratun helm (0 def, 5 armour) Liseba the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +13 Dex / +5 Cun / +8 Con Changes resistances: -38% light / +25% darkness Changes damage: +6% blight / +6% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +49 Life regen: +7.30 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubonor (8 def, 14 armour) Zubonor (8 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Armour: +14 Defense: +8 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +5 Dex / +8 Mag / +9 Wil / +5 Cun / +15 Lck Changes resistances: +7% all Changes damage: +18% blight / +20% arcane Reduces incoming crit damage: 5.00% Physical save: +15 Spell crit. chance: +13% Mental crit. chance: +8% Light radius: +1 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Galerune' (0 def, 5 armour) voratun helm 'Galerune' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 light / 10 physical Changes stats: +5 Str / +5 Wil / +5 Cun Changes resistances: +35% lightning / +11% fire / +6% nature / +23% cold Changes damage: +6% nature / +3% lightning Allows you to breathe in: water Mindpower: +6 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 307.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Rhadrarin' (0 def, 5 armour) voratun helm 'Rhadrarin' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +24 Dex / +5 Cun / +5 Con Changes resistances: +42% darkness Changes resistances penetration: +20% blight Changes damage: +3% arcane Mana each turn: +0.04 Maximum mana: +100.00 Maximum vim: +20.00 Mental crit. chance: +2% Infravision radius: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
14 garnet 14 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 17 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
1439 alchemist agate 1439 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. |
61 alchemist sapphire 61 alchemist sapphire0.00 Encumbrance. Type: alchemist-gem / blue ; tier 4 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
73 alchemist bloodstone 73 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. |
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 (remove a few detrimental mental effects), costing 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 Light radius: +5 It can be used to release a will o' the wisp, costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Press to compare |
Aryrewen the Glinthacker Aryrewen the GlinthackerPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 Effects on melee hit: * 47% chance to blind Changes stats: +1 Mag Changes resistances: +6% light / +10% cold / +11% darkness / +13% temporal Changes damage: +12% light Damage affinity(heal): +5% light Physical save: +18 Spell save: +20 Mental save: +34 Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +7 See stealth: +25 See invisible: +25 Defense after a teleport: +16 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.3 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 104.56 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Erelahir ErelahirPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 30 fire Changes stats: +11 Cun Changes resistances: +12% darkness / +10% fire Changes damage: +15% light / +9% mind Damage affinity(heal): +5% light Mental save: +15 Poison immunity: +5% Disease immunity: +25% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +3% Light radius: -3 Infravision radius: +8 See stealth: +19 See invisible: +20 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.3 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 104.56 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Shadowreign (dig speed 12 turns) Shadowreign (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +12 Damage when hit (Melee): 4 darkness / 4 temporal Changes stats: +2 Str / +2 Dex / +1 Mag Changes resistances: +6% darkness Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +9% darkness Critical mult.: +12.00% Maximum mana: +39.00 Spell crit. chance: +6% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)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 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig 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. |
Silidheta the Duathelstar (dig speed 13 turns) Silidheta the Duathelstar (dig speed 13 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +28.0% Defense: +4 Ranged Defense: +4 Fatigue: -10% Damage when hit (Melee): 12 blight Changes stats: +33 Str / +19 Wil Changes resistances: +6% darkness Physical save: +9 Spellpower: +6 Spell crit. chance: +4% Mental crit. chance: +30% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +64 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. |
voratun pickaxe 'Lisimita' (dig speed 8 turns) voratun pickaxe 'Lisimita' (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 Fatigue: -12% Damage when hit (Melee): 12 physical Changes stats: +8 Str / +4 Dex / +2 Mag Changes resistances: +15% nature / +13% physical Changes damage: +10% nature Physical save: +15 Spell save: +15 Mental save: +15 Life regen: +0.20 Maximum life: +68.00 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Hax the Doomelf Adventurer level 40
65th Haze 122nd year of Ascendancy at 19:42 see stats
By Hax the Doomelf Adventurer level 32
64th Dusk 122nd year of Ascendancy at 12:37 see stats
By Hax the Doomelf Adventurer level 39
64th Haze 122nd year of Ascendancy at 04:05 see stats
By Hax the Doomelf Adventurer level 33
73rd Dusk 122nd year of Ascendancy at 17:31 see stats
By Hax the Doomelf Adventurer level 45
23rd Regrowth 123rd year of Ascendancy at 18:47 see stats
By Hax the Doomelf Adventurer level 48
31st Regrowth 123rd year of Ascendancy at 04:00 see stats
By Hax the Doomelf Adventurer level 50
1st Haze 123rd year of Ascendancy at 04:24 see stats
By Hax the Doomelf Adventurer level 50
8th Dusk 123rd year of Ascendancy at 00:51 see stats
By Hax the Doomelf Adventurer level 43
21st Regrowth 123rd year of Ascendancy at 19:38 see stats
By Hax the Doomelf Adventurer level 41
9th Regrowth 123rd year of Ascendancy at 10:49 see stats
By Hax the Doomelf Adventurer level 29
7th Dusk 122nd year of Ascendancy at 18:04 see stats
By Hax the Doomelf Adventurer level 42
9th Regrowth 123rd year of Ascendancy at 17:36 see stats
By Hax the Doomelf Adventurer level 42
9th Regrowth 123rd year of Ascendancy at 16:31 see stats
By Hax the Doomelf Adventurer level 50
41st Regrowth 123rd year of Ascendancy at 17:59 see stats
By Hax the Doomelf Adventurer level 50
39th Dusk 123rd year of Ascendancy at 00:29 see stats
By Hax the Doomelf Adventurer level 29
32nd Dusk 122nd year of Ascendancy at 23:29 see stats
By Hax the Doomelf Adventurer level 19
3rd Flare 122nd year of Ascendancy at 03:54 see stats
By Hax the Doomelf Adventurer level 18
2nd Summertide 122nd year of Ascendancy at 14:02 see stats
By Hax the Doomelf Adventurer level 50
37th Dusk 123rd year of Ascendancy at 08:50 see stats
By Hax the Doomelf Adventurer level 46
29th Regrowth 123rd year of Ascendancy at 20:44 see stats
By Hax the Doomelf Adventurer level 8
76th Pyre 122nd year of Ascendancy at 11:09 see stats
By Hax the Doomelf Adventurer level 32
64th Dusk 122nd year of Ascendancy at 12:15 see stats
By Hax the Doomelf Adventurer level 50
31st Regrowth 123rd year of Ascendancy at 08:53 see stats
By Hax the Doomelf Adventurer level 10
77th Pyre 122nd year of Ascendancy at 17:46 see stats
By Hax the Doomelf Adventurer level 20
3rd Flare 122nd year of Ascendancy at 03:54 see stats
By Hax the Doomelf Adventurer level 30
32nd Dusk 122nd year of Ascendancy at 23:45 see stats
By Hax the Doomelf Adventurer level 40
64th Haze 122nd year of Ascendancy at 04:05 see stats
By Hax the Doomelf Adventurer level 50
31st Regrowth 123rd year of Ascendancy at 08:15 see stats
By Hax the Doomelf Adventurer level 50
39th Dusk 123rd year of Ascendancy at 00:29 see stats
By Hax the Doomelf Adventurer level 25
3rd Flare 122nd year of Ascendancy at 19:14 see stats
By Hax the Doomelf Adventurer level 50
64th Regrowth 123rd year of Ascendancy at 09:19 see stats
By Hax the Doomelf Adventurer level 45
23rd Regrowth 123rd year of Ascendancy at 13:24 see stats
By Hax the Doomelf Adventurer level 50
52nd Regrowth 123rd year of Ascendancy at 01:50 see stats
By Hax the Doomelf Adventurer level 36
24th Haze 122nd year of Ascendancy at 05:03 see stats
By Hax the Doomelf Adventurer level 29
4th Flare 122nd year of Ascendancy at 20:59 see stats
By Hax the Doomelf Adventurer level 26
4th Flare 122nd year of Ascendancy at 04:35 see stats
By Hax the Doomelf Adventurer level 19
2nd Flare 122nd year of Ascendancy at 23:40 see stats
By Hax the Doomelf Adventurer level 42
9th Regrowth 123rd year of Ascendancy at 18:09 see stats
By Hax the Doomelf Adventurer level 50
39th Dusk 123rd year of Ascendancy at 00:28 see stats
By Hax the Doomelf Adventurer level 11
78th Pyre 122nd year of Ascendancy at 12:09 see stats
By Hax the Doomelf Adventurer level 32
64th Dusk 122nd year of Ascendancy at 12:37 see stats
By Hax the Doomelf Adventurer level 31
60th Dusk 122nd year of Ascendancy at 14:26 see stats
By Hax the Doomelf Adventurer level 42
9th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Hax the Doomelf Adventurer level 12
3rd Mirth 122nd year of Ascendancy at 12:45 see stats
By Hax the Doomelf Adventurer level 50
51st Pyre 123rd year of Ascendancy at 13:34 see stats
By Hax the Doomelf Adventurer level 31
60th Dusk 122nd year of Ascendancy at 13:54 see stats
By Hax the Doomelf Adventurer level 19
3rd Summertide 122nd year of Ascendancy at 04:41 see stats
By Hax the Doomelf Adventurer level 39
63rd Haze 122nd year of Ascendancy at 21:25 see stats
By Hax the Doomelf Adventurer level 50
19th Haze 123rd year of Ascendancy at 14:08 see stats
Log
There is a teleportation circle to the surface here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.
You transfer resist to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer +con to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer 1337 to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer +crit to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Isyna the pair of drakeskin leather boots (44 def, 25 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.