











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 37 / 66% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 128 (base 60) |
| Dexterity | 40 (base 21) |
| Constitution | 84 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 44 (base 22) |
Resources
| Life | 1442/1442 |
| Stamina | 233/233 |
| Equilibrium | 0 |
| Healing Factor | 1.7370078740157 |
| Regeneration | 9.4971721497057 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 67 |
| Crit Chance | 20% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +10% |
| Nature | +15% |
| Blight | +3% |
| Physical | +10% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Lightning | +15% |
| Fire | +14% |
| Acid | +11% |
Defense: Base
| Armour (hardiness) | 87.17780581277 (97.241379310345%) |
| Defense | 45 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 62 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 23%( 70%) |
| All | + 15%( 70%) |
| Mind | + 29%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 37%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Disarm Resistance | 43% |
| Confusion Resistance | 57% |
| Knockback Resistance | 95% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
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 successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by orc grand master assassin. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved mental save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 270. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed orc heart. * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of faeros ash. * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Hellsspawn' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +9% lightning / +11% temporal / +18% fire Changes damage: +12% fire Physical save: +30 (+8 eff.) Life regen: +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of dwarven-steel shots 'Gleamdash' (18/18, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to blind Damage (Ranged): +4 light Burst (radius 1) on hit: +16 light / +8 arcane Burst (radius 2) on crit: +16 light Shots are used with slings to pummel your foes to death. |
| Light source | 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 (81 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Ivegara the dwarven-steel gauntlets (0 def, 16 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +16 Changes stats: +3 Dex Mental save: +18 (+6 eff.) Maximum life: +112.00 Spellpower: +6 (+5 eff.) Healing mod.: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Ce'Nynor' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes stats: +2 Str / +3 Dex Changes resistances: +9% lightning / +12% temporal Confusion immunity: +15% Pinning immunity: +20% Knockback immunity: +15% Only die when reaching: -60.00 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ravenbraid of the BlightspawnInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Effects when hit in melee: * 33% chance to disease * 33% chance to inflict 15% damage reduction Changes stats: +6 Wil / +7 Cun / +5 Con Changes resistances: +6% darkness / +12% light / +5% arcane / +30% nature Changes damage: +15% nature Spell save: +22 (+5 eff.) Maximum stamina: +30.00 Mindpower: +9 (+4 eff.) Rings can have magical properties. |
| On fingers | solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +9 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Mindpower: +6 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| Around neck | Ravenlace of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +4 (+1 eff.) Defense: +12 (+4 eff.) Fatigue: -8% Effects when hit in melee: * 40% chance to disease * 29% chance to inflict 15% damage reduction Changes stats: +6 Dex / +6 Cun / +9 Con / +13 Lck Changes resistances: +16% mind / +5% arcane Disarm immunity: +15% Confusion immunity: +32% Pinning immunity: +10% Life regen: +1.00 Stamina each turn: +1.10 Movement speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
| In main hand | Polivea the Breezewasp (36-50.4 power, 17 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease * Random elemental explosion Damage Shield penetration (this weapon only): +42% Damage (Melee): +13 blight When wielded/worn: Changes resistances: +12% blight / +3% temporal / +9% nature / +3% darkness Changes resistances penetration: +11% acid / +14% fire / +15% lightning / +15% cold Changes damage: +12% acid / +3% blight Disease immunity: +22% Blunt and deadly. |
| Around waist | Eclipsespike of the BlightspawnCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 28% chance to disease * 28% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes resistances: +15% lightning Reduced damage from: +51% Summoned Stealth bonus: +7 A belt that goes around your waist. |
| In off hand | Dimwreath of the Blightspawn (12 def, 9 armour, 70.5-84.6 power, 253 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +253 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +16 fire When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 30% chance to disease * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind / 25 fire Changes stats: +4 Str Changes resistances: +10% fire Maximum wards: +3 lightning / +5 temporal / +6 blight / +4 fire / +3 cold Talents granted: +1 Ward +5 Block Critical mult.: +15.00% Maximum hate: +4.00 Mindpower: +2 (+1 eff.) Handheld deflection devices. |
| Cloak | Dourrain of the Blightspawn (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +2 (+0 eff.) Effects when hit in melee: * 26% chance to disease * 20% chance to inflict 15% damage reduction Changes resistances: +5% arcane / +3% cold Critical mult.: +33.00% Stealth bonus: +14 Physical save: +9 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +20% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 5 light Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances: +5% acid / +5% physical / +14% darkness / +15% blight / +6% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +20% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
Inventory
acid wave rune (102 acid damage; disarm 5 turns with power 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 101.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
LayukiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +18% acid Changes resistances penetration: +20% acid Changes damage: +21% acid / +9% temporal Life regen: +2.70 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
VelirinPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Wil / +4 Mag Changes resistances: +3% temporal Changes damage: +6% acid / +7% fire / +6% cold / +7% lightning Mental save: +11 (+3 eff.) Confusion immunity: +17% Knockback immunity: +15% Teleport immunity: +55% Spellpower: +4 (+4 eff.) Spell crit. chance: +5% Mindpower: +6 (+3 eff.) It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
clarifying steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +21% Disease immunity: +21% Amulets can have magical properties. |
insulating steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +16% fire / +12% cold Amulets can have magical properties. |
steel amulet 'Gleamfury'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Mag Changes resistances: +6% light / +5% arcane Mental save: +30 (+10 eff.) Teleport immunity: +15% Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
steel amulet 'Hathezilarion'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +2 Mag / +2 Wil / +2 Con Infravision radius: +3 See invisible: +12 Amulets can have magical properties. |
vitalizing copper amulet of mastery (0.10 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.10 Technique / Conditioning Physical save: +6 (+2 eff.) Life regen: +0.60 Maximum life: +30.00 Amulets can have magical properties. |
warmaker's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 10% chance to blind Changes stats: +6 Str / +5 Dex / +5 Wil Changes damage: +5% light / +8% darkness Amulets can have magical properties. |
Aerotta the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +9 Wil / +3 Cun / +2 Con Changes damage: +12% mind Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +9 (+3 eff.) Light radius: +2 Rings can have magical properties. |
Blackweeper of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +26 (+6 eff.) Changes stats: +8 Cun / -5 Con Changes damage: +6% all Critical mult.: +15.00% Disarm immunity: +33% Pinning immunity: +34% Knockback immunity: +34% Maximum life: +39.00 Spellpower: +30 (+17 eff.) Mindpower: +23 (+8 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Foghack the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +12% darkness Changes resistances penetration: +15% darkness / +5% fire Changes damage: +6% fire Maximum encumbrance: +27 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
OlurathelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 blight Changes stats: +3 Wil Changes resistances penetration: +25% mind Changes damage: +6% blight Maximum encumbrance: +23 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.39 cold and 12.53 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
WindmonsterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature / +3% lightning Changes resistances penetration: +20% nature Changes damage: +9% lightning Silence immunity: +29% Mana each turn: +0.25 Rings can have magical properties. |
copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
gold ring 'Manytar'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Mag Changes resistances: +6% light / +6% temporal Spell save: +10 (+2 eff.) Poison immunity: +20% Disease immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +15% Rings can have magical properties. |
marksman's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
steel ring 'Dimquencher'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Dex / +2 Wil / +7 Cun Changes resistances: +24% acid Changes resistances penetration: +10% darkness Changes damage: +12% acid Grants telepathy: Dragon Rings can have magical properties. |
titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 (+1 eff.) Rings can have magical properties. |
wizard's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. This item has been sent to the Item's Vault. |
Dagutir the dwarven-steel dagger (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +6 light / +5 lightning Burst (radius 1) on hit: +8 mind / +4 acid Damage against: +7% Undead When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes damage: +6% acid Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. This item has been sent to the Item's Vault. |
dwarven-steel greatmaul 'Shockveil' (42-63 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +8 darkness / +20 lightning Burst (radius 2) on crit: +4 darkness / +8 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Massive two-handed mauls. |
Dourwrither of the Blightspawn (49-78.4 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 24% chance to corrode armour by 30% * disrupts spell-casting * 25% chance to put talents on cooldown Damage against: +14% Unnatural When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Wil Changes resistances penetration: +13% acid Reduces incoming crit damage: 15.00% Life regen: +0.70 Talent on hit(spell): Netherblast (20% chance level 4). Massive two-handed swords. |
yew longbow 'Beregen'Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +29 nature Burst (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +2 Changes resistances: +2% physical / +11% all Changes resistances penetration: +17% nature Critical mult.: +25.00% Maximum encumbrance: +50 Life regen: +0.60 Longbows are used to shoot arrows at your foes. |
Perseverance (31-43.4 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
warbringer's stralite longsword of dampening (33.5-46.9 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +11% cold Changes resistances penetration: +11% physical Spell save: +9 (+2 eff.) Disarm immunity: +23% Sharp, long, and deadly. |
Dedication (31-43.4 power, 6 apr)Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
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 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) It can be used to activate talent Rush (costing 14 power out of 25/25) : Effective talent level: 3.9 Power cost: 14 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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. |
insidious dwarven-steel mace of dampening (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 insidious poison When wielded/worn: Changes resistances: +9% acid / +7% fire / +9% lightning / +8% cold Spell save: +7 (+1 eff.) Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+8 eff.) Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (238 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Gilogas the Nimbuswhisper (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +20 blight When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances penetration: +25% blight Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Life leech chance: +17% Life leech: +17% 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. |
Murkspawner of the Blightspawn (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 3). Damage (Melee): +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 5 lightning / 4 physical / 4 cold / 5 acid / 5 fire Changes resistances: +5% lightning / +4% physical / +13% darkness / +5% blight / +4% fire / +5% cold / +6% acid Changes resistances penetration: +11% darkness Changes damage: +11% darkness / +5% nature Talent mastery: +0.20 Cursed / Darkness Critical mult.: +10.00% Mental save: +3 (+1 eff.) Blindness immunity: +12% Disease immunity: +19% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Talent on hit(spell): Netherblast (20% chance level 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. |
gifted thorny mindstar of frost (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 4 ice Changes resistances: +8% cold Changes resistances penetration: +8% cold Changes damage: +11% cold Mindpower: +11 (+4 eff.) 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. |
projecting thorny mindstar of flames (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +10% fire Changes resistances penetration: +8% fire Changes damage: +16% lightning / +22% fire / +13% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Global speed: +2% 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. |
pulsing mindstar 'Glulraretta' (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +15% mind / +3% arcane Physical save: +9 (+3 eff.) Spell save: +7 (+1 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.10 Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Mindpower: +15 (+6 eff.) Mental crit. chance: +8% Life leech chance: +10% Life leech: +11% 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. |
purifying pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 6 arcane resource burn Changes resistances: +4% arcane Changes resistances penetration: +2% arcane Changes damage: +2% arcane Physical save: +5 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.30 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
resonating thorny mindstar of clarity (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% mind Changes resistances penetration: +5% mind Changes damage: +4% mind Mental save: +4 (+1 eff.) Psi when hit: +1.30 Maximum psi: +16.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of sand (7.5-8.25 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 physical Changes resistances: +9% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Mindpower: +6 (+3 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +8% lightning Mindpower: +6 (+3 eff.) 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. |
void walker's yew vilestaff of might (20-24 power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness / +7% temporal Changes damage: +20% acid / +10% blight Talent granted: +1 Command Staff Spellpower: +9 (+6 eff.) Spell crit. chance: +10% Defense after a teleport: +7 Resist all after a teleport: +9% New effects duration reduction after a teleport: +18% Reduces paradox anomalies(equivalent to willpower): +16 Staves designed for wielders of magic, by the greats of the art. It was corrupted by the digestive sack. |
stralite waraxe 'Voidclamor' (33.5-46.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +9 lightning / +8 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Armour: +6 Changes stats: +1 Dex Changes resistances penetration: +13% physical Changes damage: +6% darkness One-handed war axes. |
Delydig the BlacknailInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances penetration: +10% darkness / +10% fire Changes damage: +24% darkness / +15% fire Life regen: +1.70 Healing mod.: +15% A belt that goes around your waist. |
DuskwolfInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Changes resistances: +6% darkness / +1% physical Changes resistances penetration: +13% physical Changes damage: +6% blight / +10% physical Physical save: +16 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +10% Confusion immunity: +5% Equilibrium when hit: +0.08 Maximum life: +52.00 A belt that goes around your waist. |
Erelosta the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +5 Mag / +3 Wil Changes resistances penetration: +10% arcane / +15% mind Changes damage: +6% mind / +15% arcane Spell crit. chance: +5% A belt that goes around your waist. |
GlittervilePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +7 Dex / +8 Cun Changes resistances: +12% light Mental save: +10 (+3 eff.) Spellpower: +8 (+6 eff.) Light radius: +3 A belt that goes around your waist. |
Ravenwreath of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 31% chance to disease * 27% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +2 Cun / +1 Wil Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +72.00 Maximum mana: +45.00 Maximum stamina: +34.00 Maximum hate: +14.00 Maximum psi: +24.00 Maximum vim: +21.00 Maximum pos.energy: +23.00 Maximum neg.energy: +23.00 Spellpower: +7 (+5 eff.) Mental crit. chance: +1% Size category: +1 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
XanadaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +6% nature / +6% lightning Physical save: +6 (+2 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +15% Spellpower: +7 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Xyra the DarkpealInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +12% fire Changes damage: +12% darkness Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +6% A belt that goes around your waist. |
hardened leather belt 'Elowen'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +9 Str / +2 Dex / +2 Con Changes resistances penetration: +15% physical Changes damage: +6% physical Mental save: +10 (+3 eff.) Spellpower: +5 (+4 eff.) A belt that goes around your waist. |
hardened leather belt 'Poruwen'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +3 Mag Grants telepathy: Dragon Spell save: +9 (+2 eff.) Stamina each turn: +0.80 Size category: +1 A belt that goes around your waist. |
insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Cobrasmash the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +3 Con Changes resistances penetration: +25% arcane Changes damage: +18% nature / +21% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earestir the cashmere cloak (11 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +14 Armour: +12 Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Con Changes resistances: +5% physical Critical mult.: +19.00% Stealth bonus: +11 Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isoratta the Woeobeisance (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +9% lightning / +19% cold / +12% darkness Changes resistances penetration: +25% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlespiker the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +3 Con Changes resistances: +9% blight Changes resistances penetration: +10% blight / +20% light Changes damage: +6% blight / +6% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xemira the Eclipsewrack (13 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +6% nature Physical save: +19 (+5 eff.) Spell save: +29 (+7 eff.) Mental save: +16 (+5 eff.) Blindness immunity: +35% Silence immunity: +20% Stun/Freeze immunity: +10% Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glintknave' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Cun / +3 Dex Changes resistances: +15% light / +5% arcane Changes resistances penetration: +10% light Changes damage: +6% arcane / +6% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +3 Cun / +2 Dex Physical save: +11 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 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. |
regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +2 Con Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of protection (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +16% cold Spell save: +7 (+1 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +13% temporal / +14% darkness / +22% cold Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's silk robe of alchemy (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% acid / +13% physical / +21% darkness / +14% fire / +10% mind / +14% cold Changes damage: +10% acid / +9% physical / +9% fire / +9% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +18 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +27 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armaharahell the Kilnvengeance (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +20% temporal Changes resistances penetration: +5% fire Changes damage: +3% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomvalor of the Blightspawn (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 24% chance to disease * 25% chance to inflict 15% damage reduction Changes resistances: +7% fire / +6% nature / +6% cold Changes resistances penetration: +10% darkness / +10% nature Changes damage: +3% darkness Silence immunity: +24% Confusion immunity: +24% Stun/Freeze immunity: +22% A pair of boots made of leather. |
Hanygarath the Shinewish (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 8 light Changes resistances: +12% light Changes resistances penetration: +15% light Light radius: +3 A pair of boots made of leather. |
Silowyn the Stokeroar (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes damage: +3% light / +24% fire Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
Velama (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +7 Fatigue: +3% Changes stats: +3 Con Changes resistances: +8% lightning / +8% temporal / +15% cold Life regen: +0.60 A pair of boots made of leather. |
Jetgrit of the Blightspawn (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 9 nature / 8 cold Effects when hit in melee: * 29% chance to disease * 28% chance to inflict 15% damage reduction Changes resistances: +6% blight / +7% cold / +5% nature Changes damage: +6% nature / +6% cold Grants telepathy: Dragon Spell save: +6 (+1 eff.) Mental save: +10 (+3 eff.) Maximum life: +51.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Godhenor (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +15% acid / +15% light / +13% darkness Mental save: +6 (+2 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +5% A cap made of leather. |
mindcaging hardened leather cap of strength (+4) (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +15% mind Mental save: +15 (+5 eff.) Confusion immunity: +30% A cap made of leather. |
Blackpiety of the Blightspawn (13 def, 14 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +13 (+4 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 30% chance to disease * 28% chance to inflict 15% damage reduction Damage when hit (Melee): 4 lightning / 12 light Changes stats: +4 Cun Changes resistances: +7% arcane / +6% light Changes resistances penetration: +20% lightning Changes damage: +6% light Spell save: +12 (+3 eff.) Mental save: +18 (+6 eff.) Life regen: +2.20 Maximum life: +71.00 Healing mod.: +22% A suit of armour made of mail. |
Dourvagrant of the Blightspawn (4 def, 12 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +12 Defense: +4 (+1 eff.) Fatigue: +16% Effects when hit in melee: * 29% chance to disease * 30% chance to inflict 15% damage reduction Changes stats: +8 Str / +6 Wil / +6 Cun Changes resistances: +19% acid / +5% physical / +15% darkness / +10% cold / +12% lightning Changes resistances penetration: +15% physical Allows you to breathe in: water Mental save: +17 (+5 eff.) Only die when reaching: -40.00 life Light radius: +2 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Gleamrend (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 light Changes stats: +3 Wil Changes resistances: +22% darkness / +39% blight / +18% cold / +13% nature / +6% light Changes resistances penetration: +15% light / +15% fire Changes damage: +6% light Reduced damage from: +9% Unnatural Light radius: +1 A suit of armour made of mail. |
Gloomspiker of the Blightspawn (4 def, 16 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +10% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 39% chance to disease * 27% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +20% lightning / +20% nature / +18% darkness / +17% blight Changes resistances penetration: +5% darkness Physical save: +6 (+2 eff.) A suit of armour made of mail. |
Voidmight of the Blightspawn (4 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +4 (+1 eff.) Fatigue: +9% Effects when hit in melee: * 30% chance to disease * 38% chance to inflict 15% damage reduction Changes stats: +6 Cun Changes resistances: +18% blight / +20% fire / +15% nature / +3% mind Reduced damage from: +9% Unnatural Physical save: +16 (+4 eff.) Confusion immunity: +10% A suit of armour made of mail. |
hardened voratun mail armour of delving (5 def, 17 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +7 Str Changes resistances: +10% acid / +19% physical / +14% darkness / +10% fire / +10% lightning / +8% cold Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
duelist's reinforced leather armour of the hero (8 def, 12 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +7 Str / +12 Dex / +4 Mag / +5 Wil / +10 Cun Maximum life: +47.00 A suit of armour made of leather. |
hardened leather armour 'Urezor' (14 def, 17 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +14 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 9 light Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +22% blight / +16% darkness / +12% acid Mental save: +39 (+12 eff.) Knockback immunity: +10% Life regen: +4.10 Stamina each turn: +1.60 Light radius: +2 A suit of armour made of leather. |
Blindbrand of the Blightspawn (18 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +16 Defense: +18 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Effects when hit in melee: * 35% chance to disease * 22% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +22% lightning / +25% fire / +28% acid Changes damage: +6% physical Maximum life: +30.00 A suit of armour made of metal plates. |
Demonthorn of the Blightspawn (7 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 35% chance to disease * 32% chance to inflict 15% damage reduction Damage when hit (Melee): 15 physical / 8 light / 20 arcane Changes stats: +7 Cun / +7 Wil Changes resistances: +9% acid / +10% cold Allows you to breathe in: water Mental save: +19 (+6 eff.) A suit of armour made of metal plates. |
Blackwrack of the Blightspawn (23 def, 2 armour, 45-54 power, 139 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.5% Block value: +139 On weapon hit: * 22% chance to daze at end of turn Burst (radius 1) on hit: +8 physical When wielded/worn: Armour: +2 Defense: +23 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 8 lightning Effects when hit in melee: * 27% chance to disease * 22% chance to reduce effective powers by 20% * 27 arcane resource burn * 32% chance to inflict 15% damage reduction Damage when hit (Melee): 17 lightning Changes stats: +8 Con Changes resistances: +22% acid / +12% nature Talent granted: +4 Block Blindness immunity: +10% Deflect projectiles away: +8% Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sootusher of the Blightspawn (10 def, 2 armour, 50.5-60.6 power, 138.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: -6 Con / +6 Wil Changes resistances: +17% acid / +42% fire / +18% cold / +5% arcane / +19% lightning Talent granted: +4 Block Spell save: +30 (+7 eff.) Only die when reaching: -80.00 life Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 25.5-35.7 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) 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. |
dwarven-steel shield 'Shockradiance' (8 def, 2 armour, 33-39.6 power, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 Damage (Melee): +4 lightning / +20 fire Burst (radius 2) on crit: +4 lightning / +4 fire When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +9% lightning Changes resistances penetration: +5% fire Talent granted: +3 Block Maximum life: +55.00 Handheld deflection devices. |
shocking steel shield of radiance (6 def, 2 armour, 14.5-17.4 power, 39.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon hit: * 13% chance to daze at end of turn Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Effects when hit in melee: * 16% chance to blind Damage when hit (Melee): 11 lightning Changes stats: +2 Mag / +4 Con Changes resistances: +12% light Talent granted: +2 Block Handheld deflection devices. |
Polussra the Dazzleenvy (19/19, 35.5-49.7 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to blind On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing Damage (Ranged): +15 bleed / +12 light Burst (radius 1) on hit: +28 light Burst (radius 2) on crit: +20 light Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
326 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. |
35 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Dourwar of the Blightspawn (dig speed 15 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +1 Dex / +2 Mag / -1 Cun Changes resistances: +6% lightning / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +6% lightning / +5% fire / +7% mind Mental save: +7 (+2 eff.) Maximum mana: +22.00 Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 5.2 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dream-smith's dwarven-steel pickaxe (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +7% mind / +8% fire Mental save: +5 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Corpsejeer' (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +2 Str Changes resistances penetration: +10% nature Changes damage: +12% nature Physical save: +6 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +11 (+3 eff.) Maximum life: +66.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
25 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blackfoe of the BlightspawnInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Effects when hit in melee: * 20% chance to disease * 31% chance to inflict 15% damage reduction Changes stats: +15 Wil Critical mult.: +27.00% Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mental crit. chance: +1% Light radius: +3 See stealth: +12 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
MorningguileCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun Changes resistances: +3% light / +9% fire Changes resistances penetration: +10% light Light radius: -8 Infravision radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Murkhacker the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Wil Changes damage: +24% arcane Critical mult.: +16.00% Spell save: +30 (+7 eff.) Mana each turn: +0.08 Spell crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% blight / +7% darkness Spellpower: +4 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 36 blight damage or heals 53 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
29 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
thought-forged pouch of stralite shots of torment (20/20, 44-52.8 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 19% chance to cause random gloom * 20% chance to torment the target Damage (Ranged): +17 mind / +10 darkness Shots are used with slings to pummel your foes to death. |
Deepslash of the Blightspawn [power 48] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 physical / 4 temporal Changes stats: +11 Dex / -11 Mag Changes resistances penetration: +20% temporal Changes damage: +3% physical Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +3 Silence Stamina each turn: +0.20 Maximum life: +10.00 It can be used to teleport randomly (rad 48), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Flamewilter [power 105] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +2 Mag Maximum wards: +1 physical / +5 mind / +4 darkness Changes damage: +3% blight / +3% fire / +12% temporal Talent granted: +1 Ward Critical mult.: +5.00% Spell save: +3 (+0 eff.) Maximum vim: +30.00 Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 105 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 58 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Glintmalice [power 29] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% acid Changes resistances penetration: +25% light Changes damage: +18% acid Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Vorayara the yew totem of healing [power 145] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +2 Con Reduces incoming crit damage: 15.00% See invisible: +6 It can be used to heal a target within range 7 (based on Willpower) for 145, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Zuborevea the Nightwend [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Mental save: +48 (+14 eff.) Maximum hate: +10.00 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
23 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bleakseam the yew wand of conjuration [power 253] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Dex / +3 Con Maximum wards: +3 lightning / +2 temporal / +2 blight / +3 fire / +3 cold Changes resistances penetration: +15% physical Changes damage: +6% darkness Talents cooldown: Strike (-1 turn) Volcano (-2 turns) Talents granted: +3 Strike +1 Ward +3 Volcano It can be used to fire a bolt of a random element with (base) damage 126 to 253, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Drondur the Heatpierce [power 259] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Cun / +5 Con Changes resistances: +21% fire Changes resistances penetration: +15% fire Light radius: +3 It can be used to fire a bolt of a random element with (base) damage 130 to 259, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ebonyraven of the Blightspawn [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects when hit in melee: * 24% chance to disease * 28% chance to inflict 15% damage reduction Changes resistances: +6% fire Grants telepathy: Humanoid/Orc Talent granted: +4 Void Blast Critical mult.: +10.00% Stun/Freeze immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Morbusstrike [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +12% nature Maximum wards: +4 lightning / +4 temporal / +3 blight / +4 fire / +3 cold Changes resistances penetration: +20% acid Changes damage: +12% acid / +6% nature Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Nerama the Blazeraptor [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +18% lightning Changes damage: +12% acid / +21% lightning Maximum vim: +11.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Woeidol of the Blightspawn [power 355] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 20% chance to disease * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature / 8 light Changes damage: +6% nature Talent cooldown: Strike (-3 turns) Talent granted: +11 Strike It can be used to fire a bolt of a random element with (base) damage 178 to 355, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 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. |
26 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Sipher the Cornac Bulwark level 34
74th Haze 123rd year of Ascendancy at 01:34 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Sipher the Cornac Bulwark level 31
8th Dusk 123rd year of Ascendancy at 14:50 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Sipher the Cornac Bulwark level 22
59th Haze 122nd year of Ascendancy at 19:40 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Sipher the Cornac Bulwark level 14
51st Dusk 122nd year of Ascendancy at 17:25 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Sipher the Cornac Bulwark level 36
5th Decay 123rd year of Ascendancy at 13:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Sipher the Cornac Bulwark level 17
32nd Haze 122nd year of Ascendancy at 11:52 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sipher the Cornac Bulwark level 32
34th Dusk 123rd year of Ascendancy at 04:03 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Sipher the Cornac Bulwark level 34
51st Dusk 123rd year of Ascendancy at 01:31 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sipher the Cornac Bulwark level 24
4th Decay 122nd year of Ascendancy at 00:08 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sipher the Cornac Bulwark level 32
18th Dusk 123rd year of Ascendancy at 08:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By Sipher the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 16:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By Sipher the Cornac Bulwark level 20
54th Haze 122nd year of Ascendancy at 08:18 see stats
Level 30 (Roguelike)
Got a character to level 30.By Sipher the Cornac Bulwark level 30
5th Dusk 123rd year of Ascendancy at 05:16 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Sipher the Cornac Bulwark level 14
78th Dusk 122nd year of Ascendancy at 13:38 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Sipher the Cornac Bulwark level 37
9th Decay 123rd year of Ascendancy at 22:32 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Sipher the Cornac Bulwark level 27
53rd Regrowth 123rd year of Ascendancy at 11:45 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Sipher the Cornac Bulwark level 9
2nd Mirth 122nd year of Ascendancy at 22:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Sipher the Cornac Bulwark level 14
14th Haze 122nd year of Ascendancy at 04:31 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Sipher the Cornac Bulwark level 21
57th Haze 122nd year of Ascendancy at 08:13 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Sipher the Cornac Bulwark level 33
50th Dusk 123rd year of Ascendancy at 13:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Sipher the Cornac Bulwark level 22
68th Haze 122nd year of Ascendancy at 04:42 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Sipher the Cornac Bulwark level 30
7th Dusk 123rd year of Ascendancy at 23:27 see stats
Log
You gain 1.64 gold from the transmogrification of steady cured leather sling.
Today is the 3rd Allure of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:20.
Sipher deactivates Shield Wall.
Sipher deactivates Daunting Presence.















































































































































