Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Embers of Rage 1.7.3Official 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:
Forbidden Cults 1.7.3Official 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 | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 881% |
Size | medium |
Lifes / Deaths | Killed by Earthworm Jim (servant of Azatoth's Garden Gnome) at level 38 on the 35th Profit 123rd year of Ascendancy at 18:52 / 2Killed by Islynor the orc warrior at level 50 on the 31st Voratun 124th year of Ascendancy at 21:48 |
Primary Stats
Strength | 106 (base 64) |
Dexterity | 48 (base 29) |
Constitution | 45 (base 15) |
Magic | 93 (base 60) |
Willpower | 47 (base 10) |
Cunning | 74 (base 60) |
Resources
Life | -261/1593 |
Mana | 374/579 |
Insanity | 100/100 |
Healing Factor | 1.4911689881047 |
Regeneration | 15.284482128074 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 19.174901573278 |
See Stealth | 44.193139639813 |
See Invisible | 44.193139639813 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 244 |
Accuracy | 68 |
Crit Chance | 73% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Mind | +13% |
Blight | +34% |
Physical | +24% |
Cold | +10% |
All | +7% |
Offense: Damage Penetration
Blight | +26% |
Acid | +36% |
Physical | +21% |
All | +16% |
Defense: Base
Armour (hardiness) | 102 (100%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 17 |
Physical Save | 61 |
Spell Save | 35 |
Mental Save | 63 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 32%( 70%) |
Physical | + 63%( 70%) |
Cold | + 52%( 70%) |
All | + 15%( 70%) |
Darkness | + 58%( 70%) |
Light | + 28%( 70%) |
Temporal | + 22%( 70%) |
Fire | + 18%( 70%) |
Mind | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 802% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Eilineldassra the cave bear. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Eilinedhenor the skeleton magus. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Arona the ghoulking. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2714. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 2/20) : Effective talent level: 3.6 Power cost: 11 out of 2/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Erysus the alchemist's lamp Erysus the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +17 Changes stats: +3 Str / +2 Dex / +2 Wil Changes resistances: +3% fire / +8% temporal / +7% cold Changes resistances penetration: +16% all Light radius: +10 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Halubers the drakeskin leather cap (0 def, 5 armour) Halubers the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +32 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Str / +13 Wil / +17 Lck Changes resistances: +31% physical Changes resistances penetration: +5% physical Physical save: +21 (+5 eff.) Mental save: +6 (+1 eff.) Maximum stamina: +20.00 Spell crit. chance: +8% Mental crit. chance: +8% Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Tool | dwarven-steel pickaxe 'Rainrazor' (dig speed 10 turns) dwarven-steel pickaxe 'Rainrazor' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +7 Str / +6 Wil Changes resistances: +6% mind / +24% cold Changes damage: +6% mind Maximum life: +26.00 Maximum stamina: +24.00 Mental crit. chance: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Tidevile TidevileCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+3 eff.) Armour: +14 Defense: +25 (+8 eff.) Changes stats: +7 Str / +4 Dex Changes resistances: +9% cold Changes resistances penetration: +20% acid Changes damage: +12% physical Physical save: +15 (+3 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Effects on melee hit: * 21% chance to slow global speed by 58% Changes stats: +1 Str / +2 Dex / +9 Con Changes resistances: +3% cold Changes damage: +3% cold / +7% all Physical save: +18 (+4 eff.) Stun/Freeze immunity: +40% Life regen: +8.00 Spellpower: +20 (+5 eff.) Mindpower: +16 (+5 eff.) Light radius: +1 Infravision radius: +3 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Xeryrelaith the hardened leather belt Xeryrelaith the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +6 Changes stats: +5 Dex / +3 Wil / +5 Cun Changes resistances: +3% physical Changes damage: +9% blight Reduces incoming crit damage: 10.00% Mental save: +11 (+2 eff.) Disease immunity: +10% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +81.00 Mental crit. chance: +10% Healing mod.: +19% A belt that goes around your waist. |
In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 49.76 arcane and 58.14 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% Activating this item is instant. It can be used to activate talent Greater Weapon Focus (costing 9 power out of 7/15) : Effective talent level: 3.0 Power cost: 9 out of 7/15. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; for 6 turns, each strike you land on your target in melee range has a 37% chance to trigger another, similar strike. This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn. The chance increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
On hands | more meh (0 def, 23 armour) more meh (0 def, 23 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +20 (+3 eff.) Armour: +23 Armour Hardiness: +15% Fatigue: +5% Damage (Melee): 10 acid / 7 fire / 10 cold / 9 lightning Changes stats: +7 Str / +2 Dex / +12 Mag / +5 Wil / +5 Cun / +17 Con Changes resistances: +15% darkness / +12% physical Changes resistances penetration: +10% blight Infravision radius: +4 When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 ice / +29 darkness / +29 fire / +26 acid / +29 lightning It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 18% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 33 power out of 39/60) : Effective talent level: 1.2 Power cost: 33 out of 39/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 161.88 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
healing infusion of the warrior (heal 253; cd 11) healing infusion of the warrior (heal 253; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 263; cd 13) healing infusion of the warrior (heal 263; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -475; dur 5; cd 27) heroism infusion of the psychic (die at -475; dur 5; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -475 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1029 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -411; dur 6; cd 26) heroism infusion of the sneak (die at -411; dur 6; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -411 life. The duration and life will increase by 1% for every 1% life you have lost (currently 889 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 557%; cd 8) movement infusion of the duelist (speed 557%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 557% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 726%; cd 15) movement infusion of the duelist (speed 726%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 726% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 564%; cd 13) movement infusion of the titan (speed 564%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 816%; cd 11) movement infusion of the warrior (speed 816%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 719%; cd 17) movement infusion of the wizard (speed 719%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 719% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 697; 16 cd) regeneration infusion of the sneak (heal 697; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 697 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 581; 13 cd) regeneration infusion of the warrior (heal 581; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 460; 16 cd) regeneration infusion of the warrior (heal 460; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 281; dur 4; cd 16) acid wave rune of the wizard (damage 281; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 cone dealing 280.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 210; dur 4; cd 21) biting gale rune of the titan (damage 210; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 210.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 17; cd 13) blink rune of the titan (range 5; phase 17; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 68; cd 22) shatter afflictions rune of the duelist (absorb 68; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 197; cd 15) shatter afflictions rune of the warrior (absorb 197; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 197 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 414; dur 5; cd 18) shielding rune of the sneak (absorb 414; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 287; dur 4; cd 16) shielding rune of the titan (absorb 287; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 33 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Skyravager the voratun amulet Skyravager the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 11 lightning Changes stats: +17 Str / +8 Con Reduces incoming crit damage: 17.17% Life regen: +5.00 Light radius: +3 Healing mod.: +10% Amulets make your neck look great! |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 655.96 physical damage (based on Magic) in a radius of 3 Activation costs 33 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 20 power out of 36/36) : Effective talent level: 4.0 Power cost: 20 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (176). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Veliyata the steel amulet Veliyata the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +26% lightning Critical mult.: +15.00% Spell save: +6 (+3 eff.) Stun/Freeze immunity: +26% Maximum life: +80.00 Maximum hate: +4.00 Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
Winterobsidian =10 con= Winterobsidian =10 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Changes resistances: +6% lightning / +18% light / +20% darkness Changes damage: +6% light / +6% cold Physical save: +6 (+1 eff.) Blindness immunity: +38% Silence immunity: +20% Confusion immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
gold amulet 'Dourbane' =30 darkness= gold amulet 'Dourbane' =30 darkness=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 fire Changes resistances: +20% fire / +6% darkness / +17% cold Changes resistances penetration: +20% fire Changes damage: +3% acid / +30% darkness Amulets make your neck look great! |
starseer's voratun amulet starseer's voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% darkness / +6% temporal / +7% light / +7% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
starseer's voratun amulet of manastreaming starseer's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% light / +6% temporal / +7% darkness / +6% physical Mana each turn: +0.42 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +48.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Darkraptor DarkraptorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +11 Dex / +2 Mag Changes resistances: +28% darkness Changes resistances penetration: +25% darkness Changes damage: +17% darkness / +9% light Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elurevena ElurevenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 10 mind / 10 acid Changes resistances: +32% darkness Changes damage: +9% acid / +16% darkness / +21% mind Rings make your fingers look great! |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 107.77 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Firestun FirestunPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 fire Changes resistances: +16% acid / +30% fire / +32% lightning / +24% cold Changes resistances penetration: +5% fire Changes damage: +6% physical / +15% fire Mental save: +15 (+3 eff.) Disarm immunity: +35% Confusion immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Only die when reaching: -20.00 life Maximum life: +50.00 Rings make your fingers look great! |
Floeidol FloeidolCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+5 eff.) Changes stats: +7 Cun / +5 Str Changes resistances: +4% physical Changes resistances penetration: +25% physical Changes damage: +15% light / +9% cold Maximum stamina: +20.00 Rings make your fingers look great! |
Lelihor the Lightningblur Lelihor the LightningblurPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +4 Wil Changes resistances: +24% nature Changes resistances penetration: +5% lightning Changes damage: +12% nature Mental save: +3 (+0 eff.) Blindness immunity: +21% Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Infravision radius: +3 See stealth: +9 See invisible: +6 Rings make your fingers look great! |
Lisivea the Hazeshine Lisivea the HazeshineCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% Changes resistances: +15% fire Changes resistances penetration: +25% cold / +15% nature / +10% fire Changes damage: +21% cold It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 107% 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 make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sparkmight the steel ring Sparkmight the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Dex / +3 Mag / +4 Wil / +5 Cun Changes resistances: +6% lightning / +6% nature See invisible: +6 Rings make your fingers look great! |
Zubydhemina the Cindervault Zubydhemina the CindervaultPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +4 Str / +3 Mag / +3 Cun / +6 Con Changes resistances penetration: +15% fire Changes damage: +6% fire Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +23.00 Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
gold quartz ring gold quartz ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Physical power: +18 (+3 eff.) Defense: +10 (+4 eff.) Changes stats: +13 Str / +8 Dex / +7 Cun / +6 Con Disarm immunity: +34% Pinning immunity: +29% Stun/Freeze immunity: +30% Knockback immunity: +32% Maximum life: +26.00 Rings make your fingers look great! |
Icy Kill (35-46 power, 10 apr) Icy Kill (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-55 power, 11 apr) Life Drinker (42-55 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 17.62 acid and 22.07 blight damage. If not cleared after five turns it will inflict 125.29 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Poltergeist's Penitence (15-18 power, 4 apr, physical element) Poltergeist's Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +30% blight / +30% physical / +2% all Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Glowwilter the voratun waraxe (40-56 power, 6 apr) Glowwilter the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 mind Damage (radius 1) on hit: +11 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +23.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes resistances: +3% light Changes resistances penetration: +25% light Changes damage: +12% mind Critical mult.: +30.00% One-handed war axes. |
Shinetooth (39-55 power, 6 apr) Shinetooth (39-55 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +23 (+7 eff.) Changes stats: +1 Str / +1 Con Disarm immunity: +86% Light radius: +3 See invisible: +12 One-handed war axes. |
Spideredge (41-57 power, 6 apr) Spideredge (41-57 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to slow global speed by 58% * 19% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): +18 blight / +8 nature / +16 temporal Damage (radius 1) on hit: +8 darkness When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +14 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% Changes resistances: +16% temporal Changes damage: +3% nature Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disease immunity: +29% Silence immunity: +21% Disarm immunity: +50% One-handed war axes. |
balanced steel waraxe of enduring (13-18 power, 3 apr) balanced steel waraxe of enduring (13-18 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Con / +7 Wil Disarm immunity: +23% Maximum life: +30.00 One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Deepswreath the elven-silk cloak (28 def, 0 armour) Deepswreath the elven-silk cloak (28 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+9 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes resistances: +16% darkness / +28% temporal Changes resistances penetration: +25% darkness Changes damage: +12% temporal Physical save: +23 (+5 eff.) Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flaresever the cashmere cloak (2 def, 0 armour) Flaresever the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 physical Changes stats: +4 Str / +10 Dex / +4 Con Changes resistances: +18% fire Changes resistances penetration: +25% temporal Changes damage: +12% temporal Talent mastery: +0.40 Technique / Combat training Critical mult.: +10.00% Spell save: +10 (+5 eff.) 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. |
cashmere cloak 'Demongash' (2 def, 0 armour) cashmere cloak 'Demongash' (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: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +37% darkness / +16% temporal Changes resistances penetration: +11% darkness Changes damage: +16% darkness Stealth bonus: +17 Mental save: +9 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +5% Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Hathokalthofast' (10 def, 0 armour) elven-silk cloak 'Hathokalthofast' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +9 Str / +6 Wil / +10 Con Physical save: +40 (+10 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +145.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvogen the elven-silk robe (0 def, 0 armour) Duvogen the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +13 Mag Changes resistances: +6% blight / +5% arcane / +15% all Changes resistances penetration: +22% temporal / +23% physical Changes damage: +54% temporal / +30% arcane / +38% physical Physical save: +3 (+0 eff.) Teleport immunity: +20% Maximum life: +80.00 Maximum mana: +108.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Cun, 60% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
brawler's voratun gauntlets of archery (0 def, 3 armour) brawler's voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +6 Dex / +6 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +22 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +9 (+2 eff.) Spell crit. chance: +10% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
i am sad (0 def, 3 armour) i am sad (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 13 cold / 15 temporal Damage (Ranged): 19 temporal Damage when hit (Melee): 4 lightning Changes stats: +5 Str / +10 Dex / +5 Cun Changes resistances: +9% lightning / +12% temporal / +9% cold / +9% nature / +6% arcane Changes resistances penetration: +20% nature / +20% lightning Changes damage: +10% temporal / +11% cold Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +15 Crit. chance: +33.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +13 ice Metal gloves protecting the hands up to the middle of the lower arm. |
meh (0 def, 3 armour) meh (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 18 arcane / 14 temporal Damage (Ranged): 20 temporal Changes stats: +5 Str / +5 Dex / +8 Mag / +9 Wil / +5 Cun Changes resistances: +3% blight / +10% temporal / +16% arcane Changes damage: +9% arcane / +11% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +24 (+6 eff.) Mental save: +16 (+4 eff.) Disarm immunity: +41% Confusion immunity: +20% Stun/Freeze immunity: +10% Life regen: +4.73 Spellpower: +16 (+4 eff.) Healing mod.: +24% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +18 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
sigh (15 def, 19 armour) sigh (15 def, 19 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +19 Defense: +15 (+5 eff.) Fatigue: +5% Damage (Melee): 15 physical Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +6% light / +1% physical Changes damage: +10% physical Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Poison immunity: +10% Silence immunity: +24% Teleport immunity: +20% Life regen: +5.60 Stamina each turn: +0.60 Psi each turn: +0.36 Only die when reaching: -40.00 life Maximum life: +78.00 When used to modify unarmed attacks: Base power: 42.5 - 59.5 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 25 power out of 45/45) : Effective talent level: 3.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 190.07 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Icejeer (0 def, 1 armour) Icejeer (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 cold Changes resistances: +6% light / +6% blight / +13% cold / +5% arcane / +3% fire Allows you to breathe in: water A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 2.0 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.95 mind and 18.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.96 mind and 4.38 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 6.69 mind and 7.41 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
cashmere wizard hat 'Aroldil' (2 def, 0 armour) cashmere wizard hat 'Aroldil' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +4.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Str / +6 Wil / +4 Cun Mental save: +10 (+2 eff.) Stamina each turn: +2.00 Only die when reaching: -60.00 life Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 183 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
458 alchemist agate 458 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. |
2 onyx 2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aredhessra the Coalwend (dig speed 10 turns) Aredhessra the Coalwend (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +2 Str Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Maximum life: +22.00 Maximum stamina: +21.00 Lowers spell cool-downs by: 10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Falysus the Hellssnake (dig speed 32 turns) Falysus the Hellssnake (dig speed 32 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +30 (+9 eff.) Changes stats: +2 Str / +4 Mag Changes resistances: +12% temporal Changes damage: +6% blight / +6% physical / +12% fire Mental save: +9 (+2 eff.) Maximum life: +100.00 Maximum mana: +44.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Muckfist the voratun pickaxe (dig speed 5 turns) Muckfist the voratun pickaxe (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Armour: +5 Defense: +7 (+3 eff.) Damage when hit (Melee): 2 mind / 6 cold Changes stats: +3 Str Changes resistances: +16% nature / +6% physical Changes resistances penetration: +20% cold / +10% nature / +20% mind Changes damage: +21% nature Critical mult.: +17.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 29 turns) iron pickaxe of wreckage (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str 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 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë 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 Activation costs 44 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald 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. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dawnarc DawnarcInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage when hit (Melee): 4 mind Changes stats: +12 Wil Changes resistances: +15% light / +3% mind Changes damage: +15% mind Critical mult.: +13.00% Mental save: +12 (+3 eff.) Light radius: +8 See stealth: +19 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
I hate this stupid merchant I hate this stupid merchantPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +15% blight / +15% darkness / +6% arcane Changes resistances penetration: +5% physical Critical mult.: +5.00% Physical save: +24 (+6 eff.) Mental save: +26 (+6 eff.) Stamina each turn: +3.55 Only die when reaching: -20.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +5 Infravision radius: +6 See stealth: +25 See invisible: +34 Healing mod.: +29% 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 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 29 blight damage or heals 33 life. Creatures standing in the retch also have 9% 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. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(104 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% darkness Changes damage: +8% light Damage affinity(heal): +5% light Blindness immunity: +25% Confusion immunity: +14% Light radius: +9 See stealth: +5 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 6.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 2.6 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
72 alchemist bloodstone 72 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Shinecast the steel torque of clear mind [power 2] (14 cooldown) Shinecast the steel torque of clear mind [power 2] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances penetration: +10% light / +15% acid Changes damage: +6% acid / +18% light / +18% darkness Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cloudlace the elven-wood totem of thorny skin [power 66] (11 cooldown) Cloudlace the elven-wood totem of thorny skin [power 66] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +3 Armour: +10 Changes stats: +11 Str / +3 Con Changes resistances penetration: +25% physical Changes damage: +12% lightning Stamina each turn: +3.06 It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 60% Activation puts all charms on cooldown for 11 turns. When used: * Heal for 94. Natural totems are made by powerful wilders to store nature power. |
Murkrend the elven-wood totem of healing [power 434] (9 cooldown) Murkrend the elven-wood totem of healing [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +5 Physical power: +31 (+5 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +9% temporal Critical mult.: +20.40% Reduces incoming crit damage: 15.30% Confusion immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -81.58 life It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Elulessra' [power 374] (9 cooldown) elven-wood totem of healing 'Elulessra' [power 374] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +10% mind Changes damage: +6% mind It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Shinewill' [power 320] (9 cooldown) yew totem of healing 'Shinewill' [power 320] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +4 Mag Changes resistances: +15% lightning / +30% acid Reduces incoming crit damage: 15.00% See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ichorobeisance the elven-wood wand of shielding [power 410] (11 cooldown) Ichorobeisance the elven-wood wand of shielding [power 410] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +2 Str / +5 Dex / +13 Con Changes damage: +12% nature See invisible: +12 It can be used to create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Polenn [power 302] (9 cooldown) Polenn [power 302] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +30 (+5 eff.) Defense: +30 (+9 eff.) Critical mult.: +15.00% Maximum mana: +100.00 Maximum vim: +50.00 Spell crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (323 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azatoth's Garden Gnome the Drem Writhing One level 40
40th Profit 123rd year of Ascendancy at 18:47 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
6th Shortage 122nd year of Ascendancy at 08:30 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 40
38th Profit 123rd year of Ascendancy at 19:42 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 37
29th Profit 123rd year of Ascendancy at 20:14 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
9th Steel 124th year of Ascendancy at 05:49 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
12nd Steel 124th year of Ascendancy at 14:38 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
11st Iron 124th year of Ascendancy at 14:16 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 44
13rd Wealth 123rd year of Ascendancy at 18:57 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 27
10th Steel 123rd year of Ascendancy at 10:15 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 11
26th Profit 122nd year of Ascendancy at 13:32 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 43
9th Wealth 123rd year of Ascendancy at 20:13 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 34
20th Voratun 123rd year of Ascendancy at 12:24 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 30
4th Gold 123rd year of Ascendancy at 08:09 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 23
40th Dearth 122nd year of Ascendancy at 14:24 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 32
7th Voratun 123rd year of Ascendancy at 20:35 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 20
33rd Dearth 122nd year of Ascendancy at 17:44 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
3rd Stralite 124th year of Ascendancy at 15:47 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
6th Shortage 122nd year of Ascendancy at 04:41 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
13rd Steel 124th year of Ascendancy at 03:58 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 04:32 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 20
5th Dearth 122nd year of Ascendancy at 10:29 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 30
3rd Gold 123rd year of Ascendancy at 09:25 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 40
38th Profit 123rd year of Ascendancy at 10:28 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
10th Iron 124th year of Ascendancy at 15:18 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 50
18th Voratun 124th year of Ascendancy at 21:48 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
16th Shortage 122nd year of Ascendancy at 19:26 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 32
15th Voratun 123rd year of Ascendancy at 05:28 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 21
35th Dearth 122nd year of Ascendancy at 12:37 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 43
9th Wealth 123rd year of Ascendancy at 21:28 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
6th Shortage 122nd year of Ascendancy at 08:30 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 9
24th Voratun 122nd year of Ascendancy at 06:40 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
6th Shortage 122nd year of Ascendancy at 08:30 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 11
29th Voratun 122nd year of Ascendancy at 04:36 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 27
33rd Steel 123rd year of Ascendancy at 13:31 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 45
15th Dearth 123rd year of Ascendancy at 01:41 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 26
16th Shortage 122nd year of Ascendancy at 14:09 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 19
30th Wealth 122nd year of Ascendancy at 07:56 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 38
35th Profit 123rd year of Ascendancy at 18:52 see stats
By Azatoth's Garden Gnome the Drem Writhing One level 39
38th Profit 123rd year of Ascendancy at 00:13 see stats
Log
Azatoth's Garden Gnome is poisoned!
Azatoth's Garden Gnome's Rune: Dissipation is disrupted by his wounds!
Islynor the orc warrior's Noggin Knocker performs a ranged critical strike against Azatoth's Garden Gnome!
Azatoth's Garden Gnome resists the stunning shot!
Azatoth's Garden Gnome resists the grasping vines!
Islynor the orc warrior's Noggin Knocker hits Azatoth's Garden Gnome for 103 physical, 218 nature (321 total damage).
Islynor the orc warrior's Noggin Knocker hits Azatoth's Garden Gnome for 92 physical, 218 nature (310 total damage).
Islynor the orc warrior's Noggin Knocker hits Azatoth's Garden Gnome for 96 physical, 218 nature (315 total damage).
Belithra the ghast uses Ghoulish Leap.
Belithra the ghast speeds up.
Azatoth's Garden Gnome has regained its confidence.
Deep Wound from Islynor the orc warrior hits Azatoth's Garden Gnome for 26 physical damage.
Bleeding from Islynor the orc warrior hits Azatoth's Garden Gnome for 97 physical damage.
Deadly Poison from Islynor the orc warrior hits Azatoth's Garden Gnome for 58 nature damage.
Rotting Titan receives 71 healing from Belithra the ghast's purging blight area effect.
Sanguine horror receives 72 healing from Belithra the ghast's purging blight area effect.
Belithra the ghast's purging blight area effect hits Orc corruptor for 35 blight damage.
Belithra the ghast speeds down outside of the retch.
Belithra the ghast activates Stealth.
Void Spectre loses 22 health to the entropy.
Only Ashes Left from Emalenne the snow giant hits Polawyn the orc necromancer for 35 darkness damage.
Rotting Disease from Layyda the bone giant hits Rotting Titan for 42 blight damage.
Decrepitude Disease from Layyda the bone giant hits Sanguine horror for 64 blight damage.
Something summons Ghoul!
Poison bursts out of Azatoth's Garden Gnome's corpse!
Deadly Poison from Islynor the orc warrior hits Azatoth's Garden Gnome for 58 nature damage.
Deep Wound from Islynor the orc warrior hits Azatoth's Garden Gnome for 26 physical damage.
Azatoth's Garden Gnome the level 50 drem writhing one was splurged to death by Islynor the orc warrior on level 1 of Rak'shor Pride.
The victim in your stomach finally dies from the painful agony.