













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Possessor Bonus Class 1.6.6Donators/Buyers bonus! No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ashes of Urh'Rok 1.6.7Official 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:
Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! Embers of Rage 1.6.7Official 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:
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Forbidden Cults 1.6.7Official 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 | Madness Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 200 / 87% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 1218 (base 200) |
Dexterity | 1750 (base 200) |
Constitution | 292 (base 200) |
Magic | 699 (base 200) |
Willpower | 312 (base 200) |
Cunning | 719 (base 200) |
Resources
Mana | 2699/2699 |
Negative | 627/627 |
Life | 25254/25254 |
Paradox | 300 |
Equilibrium | 47 |
Vim | 896/896 |
Positive | 587/587 |
Stamina | 2342/2342 |
Psi | 825/825 |
Healing Factor | 2.5 |
Regeneration | 2203.1953495108 |
Speed
Mental | +61.68943014791% |
Attack | +61.68943014791% |
Movement | +49.3076830799% |
Spell | 0% |
Global | +188.14549180327% |
Vision
Sight | 10 |
Lite | 48.811529939774 |
Infravision | 34.207605551934 |
See Stealth | 633.75704388612 |
See Invisible | 642.75704388612 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 1875 |
Accuracy | 194 |
Crit Chance | 507% |
APR | 346 |
Speed | 0.32 |
Offense: Offhand
Damage | 2281 |
Accuracy | 448 |
Crit Chance | 1348% |
APR | 2031 |
Speed | -10.11 |
Offense: Spell
Spellpower | 331 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 217 |
Crit Chance | 100% |
Speed | 0.61846961739257 |
Offense: Damage Bonus
Acid | +648% |
Blight | +207% |
Arcane | +47% |
Cold | +106% |
All | +7% |
Physical | +1071% |
Lightning | +302% |
Light | +302% |
Temporal | +25% |
Mind | +48% |
Darkness | +355% |
Fire | +446% |
Nature | +61% |
Offense: Damage Penetration
Acid | +64% |
Blight | +54% |
Arcane | +25% |
Cold | +99% |
All | -20% |
Lightning | +49% |
Physical | +160% |
Darkness | +24% |
Fire | +49% |
Nature | +34% |
Defense: Base
Armour (hardiness) | 386.01596624378 (100%) |
Defense | 268 |
Ranged Defense | 268 |
Fatigue | 0 |
Physical Save | 263.95 |
Spell Save | 255.55 |
Mental Save | 286 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 63%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Teleport Resistance | 52% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse 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 2504 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.3 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5518% for 10 turns (759565 total) and instantly restoring 275 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse 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 745% 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. |
Class Talents
Spell / Golemancy | 5.50 |
| 7/5 |
| 19/5 |
| 6/5 |
| 0/5 |
Psionic / Solipsism | 5.50 |
| 13/5 |
| 1/5 |
| 13/5 |
| 13/5 |
Spell / Arcane | 5.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 5.50 |
| 5/5 |
| 19/5 |
| 14/5 |
| 5/5 |
Spell / Advanced-golemancy | 5.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 19/5 |
Chronomancy / Temporal Combat | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Celestial / Combat | 5.50 |
| 19/5 |
| 1/5 |
| 1/5 |
| 19/5 |
Wild-gift / Higher draconic abilities | 5.50 |
| 19/5 |
| 1/5 |
| 5/5 |
| 19/5 |
Psionic / Psi-fighting | 5.50 |
| 5/5 |
| 19/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 51.10 |
| 5/5 |
| 19/5 |
| 19/5 |
| 5/5 |
Cunning / Tactical | 5.50 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 10.30 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Armor forging | 5.50 |
| 5/5 |
| 19/5 |
| 19/5 |
| 5/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 19/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 5.50 |
| 5/5 |
| 16/5 |
| 5/5 |
| 13/5 |
Wild-gift / Sand drake aspect | 5.50 |
| 5/5 |
| 5/5 |
| 13/5 |
| 5/5 |
Wild-gift / Ooze | 5.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Enhancement | 5.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 19/5 |
Wild-gift / Mucus | 5.50 |
| 8/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 5.50 |
| 6/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Corruption / Reaving combat | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 5.50 |
| 19/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 5.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Technique / Battle tactics | 5.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 5.50 |
| 19/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 5.50 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 5.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 5.50 |
| 10/5 |
| 10/5 |
| 13/5 |
| 10/5 |
Celestial / Hymns | 5.50 |
| 12/5 |
| 6/5 |
| 5/5 |
| 9/5 |
Technique / Combat training | 5.50 |
| 8/5 |
| 7/5 |
| 0/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Wild-gift / Harmony | 5.10 |
| 1/5 |
| 19/5 |
| 5/5 |
| 5/5 |
Technique / Forger's endurance | 4.90 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Conditioning | 5.50 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 5.50 |
| 5/5 |
| 5/5 |
| 9/5 |
| 9/5 |
Race / Dwarf | 5.50 |
| 5/5 |
| 5/5 |
| 19/5 |
| 0/5 |
Celestial / Light | 5.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 5.50 |
| 7/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Psionic / Dreaming | 5.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 5.50 |
| 13/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 5.60 |
| 5/5 |
| 5/5 |
| 12/5 |
| 0/5 |
Spell / Conveyance | 5.50 |
| 7/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 4.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Lucid Dreamer |
talent | Elemental Harmony |
talent | Mitosis |
talent | Weapon Folding |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Weapon of Light |
talent | Arcane Power |
talent | Shock Hands |
talent | Second Life |
talent | Hymn of Detection |
talent | Beyond the Flesh |
beneficial effect | The mana surge engulfs the target, regenerating 1352.02 mana per turn. Surging mana |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Countering melee attacks: Has a 96% chance to get an automatic counter attack when avoiding a melee attack. (5.3 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | The target is able to burrow into walls, and additionally has 272 more APR and 136% more physical resistance penetration. Burrow |
beneficial effect | A flow of life spins around the target, regenerating 500.92 life per turn. Regeneration |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+88% global speed). Clarity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you learnt talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
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 Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you learnt talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you learnt talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 101): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 102): ExterminatorYou completed the challenge and received: Random Artifact: Glory of the Pride | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 105): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 106): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 107): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 109): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 113): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 114): Near SightedYou completed the challenge and received: Random Artifact: Cleansewinter (158% power, 3 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 116): Rush Hour (233)Turns left: 181 You completed the challenge and received: Random Artifact: Scaldwend (158% power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): ExterminatorYou completed the challenge and received: Random Artifact: Glowwinnow of shielding [power 560] (3 cooldown) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 122): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Beruran (10 def, 0 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 123): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 124): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 125): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 126): ExterminatorYou completed the challenge and received: Random Artifact: Dethzaw (150% power, 27 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 127): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 128): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 129): ExterminatorYou completed the challenge and received: Random Artifact: Crude Iron Battle Axe of Kroll (180% power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 130): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 131): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 132): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 134): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Isiriwen the dreaming horror'. Infinite Dungeon Challenge (Level 137): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 142): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 145): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 146): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 149): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 341 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 150): Rush Hour (341)Turns left: 296 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 151): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 152): Near SightedYou completed the challenge and received: Random Artifact: Lustrewinnow (0 def, 5 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 153): Near SightedYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 154): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 623 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 156): Rush Hour (623)Turns left: 476 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 157): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 76): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 77): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 78): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Eastern Wood Hat (15 def, 0 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 81): Near SightedYou completed the challenge and received: Random Artifact: Amyyarim of summon tentacle [power 365] (4 cooldown) | done |
Proceed directly to the next Infinite Dungeon level in less than 221 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 82): Rush Hour (221)Turns left: 168 You completed the challenge and received: Random Artifact: Huriragund (161% power, 8 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: Random Artifact: Glacia | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 84): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorFoes left: 0 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 89): ExterminatorYou completed the challenge and received: Random Artifact: Anileg (151% power, 7 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 90): Pacifist | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 92): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Prodigy Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 93): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 96): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 97): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 98): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 18529. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 266% Range: 1.6x Uses stat: 147% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +125 Armour Penetration: +54 Crit. chance: +30.0% Attack speed: 200% When this weapon hits: Manathrust (15% chance level 4). Damage (Melee): +205 nature / +205 temporal / +205 arcane / +26 darkness Damage against: +17% Living When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +8 Defense: +10 (+0 eff.) Changes stats: +10 Str / +10 Dex / +13 Mag / +12 Wil / +12 Cun / +14 Con Changes damage: +92% blight / +92% physical Talent granted: +5 Flameshock Physical save: +6 (+0 eff.) Disarm immunity: +50% Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +10 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+0 eff.) Disarm immunity: +44% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +4 Defense: +15 (+1 eff.) Damage when hit (Melee): 25 fire Changes stats: +5 Dex / +7 Wil / +1 Con Changes resistances: +10% fire / +15% darkness / +3% physical Changes damage: +6% cold / +15% light / +6% mind Damage affinity(heal): +5% light Critical mult.: +60.00% Physical save: +12 (+0 eff.) Only die when reaching: -140.00 life Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 4 cooldown : Effective talent level: 3.9 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 3625.14 light damage. At talent level 3 you gain 163% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +67 Defense: +21 (+1 eff.) Fatigue: +5% Effects on melee hit: * 52 arcane resource burn * 52% chance to slow global speed by 114% * 52% chance to reduce damage dealt by 63% Damage when hit (Melee): 16 darkness Changes stats: +29 Str / +10 Dex / +17 Mag / +28 Wil / +20 Cun / +10 Con / +15 Lck Changes resistances: +48% light / +160% darkness / +108% fire / +108% mind / +45% cold Changes damage: +27% mind / +69% fire Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +5 Phase Door Mental save: +401 (+26 eff.) Blindness immunity: +217% Confusion immunity: +217% Fear immunity: +217% Stamina each turn: +25.65 Maximum stamina: +832.00 Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +21 Dex / +8 Mag / +8 Cun / +15 Lck Changes damage: +66% lightning / +45% physical / +33% light Critical mult.: +85.00% Stealth bonus: +14 Mental save: +24 (+1 eff.) Maximum stamina: +78.12 Maximum hate: +16.00 Mindpower: +40 (+4 eff.) Mental crit. chance: +8% Light radius: +7 A pair of boots made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +16 Changes stats: +3 Str / +16 Dex / +9 Mag / +16 Cun Changes resistances: +39% temporal / +21% cold Changes damage: +69% lightning Physical save: +47 (+1 eff.) Mental save: +24 (+1 eff.) Disarm immunity: +52% Teleport immunity: +52% Only die when reaching: -200.00 life Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered 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. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +17 Dex / +8 Mag / +19 Cun Changes damage: +9% mind / +15% arcane Critical mult.: +10.00% Spell save: +16 (+0 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +10 (+1 eff.) Spell crit. chance: +7% Damage Shield penetration: +30% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +20 (+1 eff.) Effects on melee hit: * 51% chance to slow global speed by 114% Changes stats: +18 Str / +18 Dex / +7 Mag / +8 Con / +15 Lck Changes resistances: +24% lightning / +27% light / +24% blight / +48% cold / +12% arcane Changes damage: +33% darkness Reduces incoming crit damage: 38.94% Light radius: +7 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 202% Range: 1.4x Uses stat: 130% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +124 Armour Penetration: +55 Crit. chance: +31.0% Attack speed: 196% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +8 acid / +13 darkness / +127 blight / +127 cold / +127 light Damage (radius 1) on hit: +13 fire Damage (radius 2) on crit: +20 nature / +20 acid Damage against: +15% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Changes resistances penetration: +10% nature Changes damage: +57% blight / +57% physical / +6% nature Talent granted: +5 Slime Spit One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 temporal Changes stats: +12 Str / +18 Dex / +5 Mag / +12 Wil / +18 Cun / +5 Con / +10 Lck Changes resistances: +12% fire Changes resistances penetration: +30% blight Changes damage: +12% lightning / +18% temporal / +6% blight Trap disarming bonus: +19 Stealth bonus: +15 Physical save: +18 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +19 (+1 eff.) Life regen: +3.60 Infravision radius: +6 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 256% Range: 1.4x Uses stat: 167% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +4335 Armour Penetration: +1740 Crit. chance: +872.0% Attack speed: -6% When this weapon hits: Lightning Breath (10% chance level 2). Damage (Melee): +1318 nature / +1318 light / +1318 mind / +12 arcane When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Armour: +2 Defense: +10 (+0 eff.) Changes stats: +13 Str / +13 Dex / +11 Mag / +16 Wil / +13 Cun / +13 Con Changes resistances: +6% acid / +3% cold / +9% temporal Changes resistances penetration: +20% arcane Changes damage: +567% acid / +567% physical Talent granted: +5 Deadly Strikes Critical mult.: +35.00% Reduces incoming crit damage: 15.00% Mental save: +15 (+1 eff.) Blindness immunity: +10% Poison immunity: +43% Disease immunity: +10% Silence immunity: +10% Sharp, long, and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Damage when hit (Melee): 24 light / 16 cold Changes stats: +26 Str / +8 Dex / +12 Mag / +8 Wil / +10 Cun / +17 Con Changes resistances: +78% lightning / +28% cold / +36% light Changes resistances penetration: +40% acid / +50% cold Changes damage: +24% lightning / +24% cold / +30% acid Light radius: +8 Infravision radius: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +93 Defense: +16 (+1 eff.) Fatigue: +22% Effects on melee hit: * 30% chance to reduce all saves and defense by 80 Changes stats: +14 Str / +10 Dex / +13 Mag / +16 Wil / +10 Cun / +11 Con Changes resistances: +14% acid / +94% physical / +27% darkness / +109% blight / +15% cold / +14% lightning / +94% fire Talents cooldown: Debilitating Strike (-2 turns) Rush (-5 turns) Talents granted: +5 Blood Grasp +1 Power Catalyst: Magic Physical save: +272 (+8 eff.) Mental save: +15 (+1 eff.) Cut immunity: +158% Disarm immunity: +40% Pinning immunity: +158% Stun/Freeze immunity: +198% Knockback immunity: +40% Life regen: +58.70 Stamina each turn: +1.70 Hate when firing a critical mind attack: +1.00 Maximum life: +2090.00 Maximum hate: +6.00 Light radius: +2 See invisible: +9 A suit of armour made of metal plates. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 1377% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 383% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 57.9 steam per turn. Can be activated for an instant burst of 289 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 28.1 steam per turn. Can be activated for an instant burst of 140 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 41% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 41% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 41% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 instantly heal yourself for 666 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 6 turns. While Heroism is active, you will only die when reaching -7595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 7595 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 33 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 9 turns. While Heroism is active, you will only die when reaching -3614 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3614 life, 9 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. |
![]() 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: 30 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 8 turns. While Heroism is active, you will only die when reaching -3384 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3384 life, 8 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. |
![]() 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: 25 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 8 turns. While Heroism is active, you will only die when reaching -1720 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1720 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 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 493% 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. 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. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% 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. 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. |
![]() 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 644% 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. 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. |
![]() 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 2557% 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 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. |
![]() 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 4313% 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. |
![]() 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 2909% 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. |
![]() 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 2769% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6184 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6087 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2602 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 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 2898 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1436 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 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 1133 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1229 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1398 life over 5 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4655 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 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 2447 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 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 2624 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2442 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2582 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 arcane, 4 temporal 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 darkness, 4 cold, 4 mind 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 4 darkness, 3 light, 3 arcane, 5 mind 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 21 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. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3595 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 and reflecting at most 3595 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 and reflecting at most 3595 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 and reflecting at most 3595 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 and reflecting at most 3595 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1747.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 75% all resistance, you move 77% faster, and you are invisible (power 53). 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 218% all resistance, you move 144% faster, and you are invisible (power 213). 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. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1274% for 10 turns (175369 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1192% for 10 turns (164081 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1073% for 10 turns (147700 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1260% for 10 turns (173441 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 655% for 10 turns (90162 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2377% for 10 turns (327199 total) and instantly restoring 118 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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 create a protective shield absorbing at most 2619 damage for 7 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2447 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 create a protective shield absorbing at most 2559 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 13 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 27 up to 12 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 13 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 83 up to 42 times. 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. |
![]() 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 1321 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns Activation costs 117 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns Activation costs 117 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Str / +17 Dex / +10 Mag / +19 Wil Changes resistances: +27% light / +30% fire Changes resistances penetration: +45% acid / +40% fire / +64% light / +50% mind Changes damage: +21% light Reduces incoming crit damage: 38.65% Light radius: +7 Infravision radius: +7 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 43% chance to reduce strength, dexterity, and constitution by 80 Damage when hit (Melee): 21 mind / 14 blight Changes stats: +10 Mag / +14 Wil / +10 Cun Changes resistances: +21% blight Changes damage: +65% mind Critical mult.: +43.63% Psi when hit: +0.36 Maximum hate: +21.82 Maximum psi: +70.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +58 (+6 eff.) Changes stats: +10 Str / +8 Dex / +14 Wil / +9 Cun / +9 Con Changes resistances: +18% acid / +18% temporal / +9% arcane / +15% nature Physical save: +34 (+1 eff.) Spell save: +15 (+0 eff.) Mental save: +18 (+1 eff.) Stun/Freeze immunity: +38% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 5 power out of 35/35) : Effective talent level: 11.2 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1930 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex / +2 Mag / +4 Wil / +4 Con Changes resistances: +12% physical Changes damage: +6% temporal Critical mult.: +5.00% Physical save: +20 (+0 eff.) Life regen: +4.00 Stamina each turn: +0.90 Mana each turn: +0.16 Maximum life: +72.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+0 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 2 power out of 48/48) : Effective talent level: 5.2 Power cost: 2 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 10351.85 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +7 Physical power: +20 (+1 eff.) Armour: +4 Defense: +20 (+1 eff.) Changes stats: +2 Str / +13 Wil / +16 Lck Changes resistances: +9% acid Changes resistances penetration: +20% cold Changes damage: +30% nature Mental save: +42 (+2 eff.) Cut immunity: +80% Confusion immunity: +22% Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+2 eff.) Healing mod.: +30% Reduce all damage from unseen attackers: 18% It can be used to activate talent Heal, placing all other charms into a 5 cooldown : Effective talent level: 1.3 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 815 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 1548 strength, based on Magic) for 5 turns Activation costs 3 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +18 Dex / +9 Wil / +9 Cun Changes resistances penetration: +61% arcane Critical mult.: +48.91% Life regen: +5.00 Mana when firing critical spell: +4.89 Vim when firing critical spell: +4.89 Spell crit. chance: +10% Light radius: +7 Infravision radius: +7 Damage Shield penetration: +70% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +16 Mag / +14 Cun / +10 Con Changes resistances penetration: +20% arcane / +25% blight Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +57.00 Spellpower: +25 (+1 eff.) Light radius: +5 Movement speed: +10% Damage Shield penetration: +54% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Powered 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 5 power out of 36/36) : Effective talent level: 22.0 Power cost: 5 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (431). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 8). 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 7 power out of 60/60) : Effective talent level: 2.6 Power cost: 7 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 7 power out of 60/60) : Effective talent level: 2.6 Power cost: 7 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +2 Str / +5 Mag / +13 Wil / +7 Cun / +6 Con Changes resistances: +12% light / +3% temporal Changes resistances penetration: +20% darkness Changes damage: +10% physical Reduces incoming crit damage: 25.00% Physical save: +18 (+0 eff.) Blindness immunity: +45% Stun/Freeze immunity: +30% Life regen: +11.00 Maximum life: +80.00 Combat speed: +10% Healing mod.: +15% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +35 (+2 eff.) Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 14% chance to reduce damage dealt by 63% Damage when hit (Melee): 10 mind Changes stats: +5 Dex / +16 Con Changes resistances: +4% physical Changes resistances penetration: +35% arcane Changes damage: +21% mind / +21% fire / +15% light / +14% darkness Only die when reaching: -125.98 life Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% acid / +7% fire / +7% cold / +8% lightning Talent masteries: +0.34 Technique / Two-handed assault +0.34 Psionic / Discharge Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +34 (+2 eff.) Damage (Melee): 11 light / 10 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 63% * 8% chance to blind Changes stats: +17 Cun / +3 Mag Changes resistances: +5% arcane / +3% physical Changes resistances penetration: +28% arcane Changes damage: +11% light / +11% darkness Light radius: +3 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +18 Defense: +17 (+1 eff.) Changes stats: +20 Lck Critical mult.: +19.00% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Defense: +16 (+1 eff.) Changes stats: +15 Lck Talent masteries: +0.40 Chronomancy / Fate Weaving +0.40 Chronomancy / Blade Threading Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+0 eff.) Fatigue: -4% Changes stats: +5 Wil / +3 Con / +7 Lck Changes damage: +3% mind Mental save: +3 (+0 eff.) Life regen: +1.00 Mindpower: +5 (+1 eff.) Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +17 Changes stats: +6 Con Critical mult.: +18.00% Physical save: +17 (+0 eff.) Life regen: +9.00 Maximum life: +55.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +18 Changes stats: +5 Con Critical mult.: +17.00% Physical save: +20 (+0 eff.) Life regen: +11.00 Maximum life: +77.00 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +14 Str / +8 Dex / +13 Mag / +12 Wil / +10 Con Changes resistances: +45% light Changes resistances penetration: +55% light / +62% cold Changes damage: +30% lightning / +8% temporal / +29% light / +8% physical / +8% darkness Reduces incoming crit damage: 37.65% Spellpower: +6 (+0 eff.) Spell crit. chance: +6% See invisible: +27 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +63 (+3 eff.) Effects on melee hit: * 42% chance to reduce all saves and defense by 80 Changes stats: +30 Str / +11 Mag / +5 Wil / +6 Cun Changes resistances: +31% mind Changes resistances penetration: +53% arcane / +50% mind Changes damage: +33% lightning Mana each turn: +0.43 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 See invisible: +15 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Fatigue: -6% Changes stats: +5 Dex / +4 Wil / +6 Cun / +6 Con Changes resistances: +19% lightning / +3% cold Mental save: +8 (+0 eff.) Disarm immunity: +20% Confusion immunity: +11% Stun/Freeze immunity: +40% Life regen: +7.00 Stamina each turn: +1.10 Maximum life: +60.00 Mindpower: +12 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +6 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +7 Con Talent masteries: +0.34 Cursed / Shadows +0.34 Demented / Controlled horrors Life regen: +5.00 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 2 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +55 (+6 eff.) Physical crit. chance: +18.0% Physical power: +55 (+3 eff.) Armour: +14 Defense: +35 (+2 eff.) Damage when hit (Melee): 20 physical Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Changes resistances: +54% blight / +11% physical Changes resistances penetration: +76% lightning Changes damage: +21% fire Critical mult.: +45.00% Blindness immunity: +44% Maximum stamina: +92.08 Infravision radius: +15 See stealth: +21 See invisible: +51 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +62 (+7 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +25 (+2 eff.) Effects on melee hit: * 41% chance to reduce damage dealt by 63% Changes stats: +8 Mag / +6 Wil / +21 Cun / +20 Con Changes resistances: +41% darkness / +18% physical Physical save: +20 (+0 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +10 Str / +9 Mag / +3 Wil / +8 Cun / +14 Con Changes resistances: +12% mind / +15% lightning Changes resistances penetration: +30% lightning / +10% blight Changes damage: +24% mind / +6% lightning Spell save: +20 (+0 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +40.00 Spellpower: +35 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +8 Str / +7 Con Changes resistances: +10% blight / +38% cold / +7% nature / +20% darkness Changes damage: +19% cold Poison immunity: +23% Disease immunity: +28% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 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 857.12 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 4 turn(s) Activation costs 4 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +18 Defense: +15 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 80 Changes stats: +2 Str / +10 Dex / +9 Wil / +7 Cun Changes resistances: +6% acid / +9% cold / +34% nature Changes resistances penetration: +10% cold Changes damage: +17% nature Spell save: +6 (+0 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +40% Knockback immunity: +20% Life regen: +20.00 Maximum life: +74.00 Infravision radius: +2 See invisible: +15 Healing mod.: +20% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce all saves and defense by 80 Damage when hit (Melee): 4 mind Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +9% blight Changes damage: +18% mind Spell save: +20 (+0 eff.) Blindness immunity: +45% Only die when reaching: -99.28 life Maximum stamina: +38.00 Mindpower: +15 (+2 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 48% chance to reduce strength, dexterity, and constitution by 80 * 48% chance to reduce armor by 91% Changes stats: +22 Str / +6 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances: +85% acid Changes resistances penetration: +35% acid / +50% blight Changes damage: +68% acid / +48% arcane / +18% blight Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +8 Physical power: +13 (+1 eff.) Changes stats: +9 Str / +3 Mag / +11 Wil / +9 Con Changes resistances: +20% mind / +27% fire Physical save: +24 (+0 eff.) Disease immunity: +27% Teleport immunity: +27% Life regen: +5.41 Maximum stamina: +40.58 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +10 Dex / +7 Mag / +15 Wil / +8 Cun Changes resistances: +6% temporal / +3% mind / +15% darkness Reduces incoming crit damage: 20.00% Physical save: +9 (+0 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 Spellpower: +15 (+1 eff.) Mindpower: +15 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Defense: +20 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +10 Str / +10 Cun / +9 Con Changes resistances: +6% lightning / +15% temporal / +3% darkness / +20% blight / +15% nature Poison immunity: +30% Disease immunity: +30% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +10 Changes stats: +5 Str / +6 Dex / +7 Cun / +3 Con Changes damage: +9% nature / +3% physical Physical save: +6 (+0 eff.) Stun/Freeze immunity: +38% Life regen: +3.00 Stamina each turn: +3.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+0 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 80 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 80 Damage (Ranged): 35 physical Changes stats: +12 Dex / +17 Cun / +10 Con Changes resistances: +6% lightning / +9% light / +12% acid / +6% nature / +19% mind Changes resistances penetration: +10% light Changes damage: +19% mind / +21% light Spell save: +6 (+0 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 3 cooldown : Effective talent level: 22.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 246% weapon damage. If the attack hits, the target will bleed for 451% weapon damage over 7 turns, and all healing will be reduced by 122%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 70.28 cold and 398.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 7 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 1 power out of 6/6) : Effective talent level: 22.0 Power cost: 1 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 2620.99 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Physical crit. chance: +7.0% Physical power: +35 (+2 eff.) Defense: +30 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to reduce damage dealt by 63% Changes stats: +9 Str / +21 Dex / +9 Con Changes resistances: +20% mind / +27% lightning Changes damage: +20% mind / +30% blight Critical mult.: +30.00% Physical save: +21 (+0 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +11 Armour: +6 Defense: +13 (+0 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 80 Damage (Melee): 22 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 80 Damage (Ranged): 19 physical Changes stats: +12 Cun / +1 Mag Changes resistances: +33% cold Changes damage: +6% fire / +15% cold Reduces incoming crit damage: 5.00% Spell save: +6 (+0 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 See invisible: +12 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 puts all charms on cooldown for 1 turns. "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? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Str / +2 Mag / +7 Wil / +5 Cun / +6 Con Changes resistances: +9% temporal / +9% light / +6% nature Spell save: +16 (+0 eff.) Maximum stamina: +11.00 Mindpower: +12 (+1 eff.) Infravision radius: +1 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+0 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 80 Damage (Melee): 26 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 80 Damage (Ranged): 35 physical Changes stats: +20 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 3 cooldown : Effective talent level: 11.0 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 203% weapon damage. If the attack hits, the target will bleed for 377% weapon damage over 7 turns, and all healing will be reduced by 103%. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+3 eff.) Armour penetration: +17 Defense: +17 (+1 eff.) Changes stats: +10 Cun / +10 Dex It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 2.6 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +13 Dex / +4 Wil / +10 Con Changes resistances: +15% blight Changes resistances penetration: +31% blight / +30% arcane Mental save: +13 (+1 eff.) Confusion immunity: +44% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+0 eff.) Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Defense: +25 (+1 eff.) Changes stats: +7 Dex / +17 Mag / +5 Cun / +7 Con Changes resistances: +21% darkness / +27% fire / +21% mind / +15% light Changes resistances penetration: +35% light Spell save: +20 (+0 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+0 eff.) Rings can have magical properties. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 80 Damage (Melee): +28 mind Damage (radius 1) on hit: +49 darkness / +40 temporal Damage (radius 2) on crit: +49 lightning When wielded/worn: Effects on melee hit: * 49% chance to reduce damage dealt by 63% Damage when hit (Melee): 20 arcane Changes stats: +10 Mag / +18 Wil / +10 Cun Changes resistances: +33% nature / +63% lightning Changes resistances penetration: +61% temporal Mana each turn: +0.32 Mana when firing critical spell: +4.92 Maximum mana: +140.00 Maximum vim: +100.00 Spell crit. chance: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 80 Damage (Melee): +40 acid / +31 mind When wielded/worn: Effects on melee hit: * 49% chance to reduce damage dealt by 63% Changes stats: +16 Dex / +10 Wil / +10 Cun / +12 Con Changes resistances: +30% light / +10% physical Changes damage: +33% mind / +30% darkness Spell save: +24 (+1 eff.) Cut immunity: +49% Only die when reaching: -199.52 life Maximum life: +200.00 See invisible: +59 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 334% Range: 1.5x Uses stat: 183% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4590 Armour Penetration: +1840 Crit. chance: +921.0% Attack speed: -6% When this weapon hits: Curse of Defenselessness (15% chance level 3). On weapon hit: * 49% chance to reduce all saves and defense by 80 Damage (Melee): +1967 acid / +1967 light / +35 mind / +1967 cold When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +37 Physical crit. chance: +21.0% Changes stats: +2 Str / +6 Dex / +13 Wil / +12 Cun / +12 Con Changes resistances: +15% lightning / +6% fire / +12% light Changes resistances penetration: +15% lightning / +21% physical / +15% light Changes damage: +6% lightning / +847% fire / +847% darkness Talent granted: +5 Pulverizing Auger Critical mult.: +49.00% See invisible: +6 Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 108% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 1331 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 4 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 309% Range: 1.6x Uses stats: 146% Wil, 57% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +306 Armour Penetration: +140 Crit. chance: +81.0% Attack speed: -455% When this weapon hits: Realign (15% chance level 3). Lifesteal (this weapon only): +5% Damage (Melee): +438 cold / +438 arcane / +438 temporal When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Changes damage: +191% light / +191% temporal Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Talent granted: +5 Flameshock Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 327% Range: 1.6x Uses stat: 183% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +4590 Armour Penetration: +1840 Crit. chance: +923.0% Attack speed: -6% When this weapon hits: Virulent Disease (10% chance level 3). On weapon hit: * 20% chance to slow global speed by 114% Damage (Melee): +1965 acid / +1981 fire / +1965 light When wielded/worn: Accuracy: +70 (+8 eff.) Armour penetration: +21 Defense: +20 (+1 eff.) Changes stats: +16 Str Changes resistances: +6% nature / +9% temporal / +3% mind / +6% light Changes resistances penetration: +19% all Changes damage: +845% acid / +21% physical / +845% fire Talent granted: +5 Acidic Spray Physical save: +9 (+0 eff.) Spell save: +9 (+0 eff.) Confusion immunity: +30% Pinning immunity: +50% Knockback immunity: +20% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage (radius 1) on hit: +16 arcane Damage against: +27% Living When wielded/worn: Armour: +4 Defense: +10 (+0 eff.) Changes stats: +38 Con / +42 Wil Changes resistances: +6% temporal / +3% cold / +6% light / +24% fire Changes resistances penetration: +15% lightning Spell save: +6 (+0 eff.) Poison immunity: +20% Disarm immunity: +40% Confusion immunity: +52% Maximum life: +208.00 Healing mod.: +50% Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Firing range: +10 Travel speed: +249% Damage (Ranged): +8 mind Damage (radius 2) on crit: +119 acid / +104 nature When wielded/worn: Armour penetration: +44 Defense: +20 (+1 eff.) Ammo reloads per turn: +2 Changes stats: +18 Str / +20 Dex / +20 Mag / +6 Wil / +17 Cun / +20 Con Changes resistances penetration: +71% acid / +74% nature Changes damage: +9% temporal Maximum stamina: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When wielded/worn: Accuracy: +36 (+4 eff.) Armour penetration: +20 Changes stats: +6 Mag Changes resistances penetration: +17% all Changes damage: +9% arcane Spellpower: +18 (+1 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 1). When wielded/worn: Changes stats: +2 Mag Changes damage: +8% arcane Spellpower: +8 (+0 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +60% Damage (Melee): +28 lightning / +28 physical Damage (radius 1) on hit: +20 fire When wielded/worn: Defense: +75 (+5 eff.) Changes stats: +10 Mag / +7 Wil / +9 Cun / +11 Con Changes resistances: +24% blight / +42% light Changes damage: +21% lightning Critical mult.: +50.20% Reduces incoming crit damage: 35.00% Mental save: +27 (+1 eff.) Cut immunity: +50% Life regen: +10.04 Light radius: +7 Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal When wielded/worn: Physical power: +20 (+1 eff.) Armour: +10 Changes stats: +13 Str / +11 Dex / +13 Mag / +11 Wil / +13 Cun / +13 Con Changes resistances: +21% lightning / +20% temporal / +12% nature Mental save: +6 (+0 eff.) Disease immunity: +20% Light radius: +4 See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Changes stats: +18 Str / +10 Mag / +10 Cun / +10 Con Changes resistances: +30% darkness / +18% fire Equilibrium when hit: +0.72 Psi when hit: +0.60 Hate when firing a critical mind attack: +9.00 Maximum hate: +18.00 Mindpower: +50 (+5 eff.) Light radius: +7 Infravision radius: +7 Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 328 fire damage (1/turn) When wielded/worn: Accuracy: +35 (+4 eff.) Physical crit. chance: +10.0% Physical power: +70 (+4 eff.) Defense: +50 (+3 eff.) Effects on melee hit: * 53% chance to reduce armor by 91% Changes stats: +31 Str / +10 Dex / +10 Wil / +8 Con Changes resistances: +18% physical Changes resistances penetration: +30% fire Changes damage: +30% fire Mental save: +47 (+3 eff.) Maximum hate: +16.00 Maximum psi: +110.00 Infravision radius: +7 Blunt and deadly. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 24 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 61% chance to reduce strength, dexterity, and constitution by 80 * 61% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 arcane / 24 blight Changes stats: +9 Str / +12 Dex / +18 Wil / +8 Con Changes resistances: +15% arcane / +30% temporal Changes damage: +97% blight / +57% temporal / +25% darkness / +30% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +17% Light radius: +9 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 65% Range: 1.2x Uses stat: 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% 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 (+0 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+2 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+2 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+0 eff.) Spellpower: +30 (+2 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 256% Range: 1.5x Uses stat: 179% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4845 Armour Penetration: +1965 Crit. chance: +975.0% Attack speed: -5% Block value: +112 When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +1475 acid / +1475 physical / +1475 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+0 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Changes damage: +635% arcane / +635% fire Talent mastery: +0.30 Steamtech / Sawmaiming Talents granted: +5 Acidic Spray +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +30 Changes stats: +9 Str / +9 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Wil 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: * 47% chance to reduce all saves and defense by 80 Damage (radius 2) on crit: +12 blight / +12 light / +16 acid When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +15 Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 80 Damage when hit (Melee): 8 acid / 6 light Changes stats: +13 Str / +13 Dex / +11 Mag / +23 Wil / +8 Cun / +23 Con Changes resistances penetration: +12% physical / +15% light / +20% mind Changes damage: +6% acid / +6% light / +18% mind Maximum life: +110.00 One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Wil 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: * 30% chance to slow global speed by 114% Damage (Melee): +12 fire / +26 nature Damage (radius 1) on hit: +32 nature / +24 light When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +15 Effects on melee hit: * 40% chance to slow global speed by 114% Damage when hit (Melee): 8 temporal / 4 nature / 4 light Changes stats: +10 Str / +13 Dex / +13 Mag / +11 Wil / +12 Cun / +12 Con Changes resistances: +6% light / +27% temporal Changes resistances penetration: +15% all Changes damage: +6% light / +12% nature One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+1 eff.) Changes stats: +5 Str / +17 Dex / +5 Mag / +5 Wil / +15 Cun / +5 Con / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 4 power out of 30/30) : Effective talent level: 5.2 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 484 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +4 Wil / +9 Cun / +8 Con Changes resistances penetration: +25% light Maximum encumbrance: +40 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 24 acid Changes stats: +25 Dex / +9 Wil / +6 Cun / +10 Lck Changes resistances: +27% lightning / +11% physical / +12% arcane / +33% light Critical mult.: +50.00% Reduces incoming crit damage: 35.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +21 (+0 eff.) Mental save: +21 (+1 eff.) Disarm immunity: +51% Pinning immunity: +51% Life regen: +10.31 Only die when reaching: -160.00 life Spell crit. chance: +6% Infravision radius: +6 Healing mod.: +51% Damage Shield penetration: +77% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +12 Defense: +48 (+3 eff.) Changes stats: +14 Str / +18 Dex / +5 Mag / +15 Wil / +21 Cun / +5 Con / +10 Lck Changes resistances: +8% arcane Changes damage: +9% mind Trap disarming bonus: +30 Stealth bonus: +26 Physical save: +20 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +19 (+1 eff.) Maximum psi: +50.00 Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +9% cold Changes damage: +3% nature Reduces incoming crit damage: 10.00% Physical save: +8 (+0 eff.) Mental save: +3 (+0 eff.) Disease immunity: +10% Silence immunity: +20% Life regen: +2.00 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +24 (+1 eff.) Changes stats: +6 Str / +6 Con Physical save: +14 (+0 eff.) Spell save: +13 (+0 eff.) Size category: +2 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects when hit in melee: * 28% chance to reduce strength, dexterity, and constitution by 80 * 22% chance to reduce damage dealt by 63% Damage when hit (Melee): 4 arcane Changes resistances: +12% nature / +14% blight Changes resistances penetration: +8% arcane Changes damage: +11% arcane / +3% temporal Critical mult.: +20.00% Life regen: +4.00 Mana when firing critical spell: +2.00 Maximum mana: +68.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +3% Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Defense: +3 (+0 eff.) Effects on melee hit: * 31% chance to reduce damage dealt by 63% Damage when hit (Melee): 14 arcane Changes stats: +5 Str / +6 Dex / +7 Mag / +6 Cun Changes resistances: +12% cold Changes resistances penetration: +30% darkness Changes damage: +18% blight Spell save: +21 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Spell crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+0 eff.) Changes stats: +10 Str / +8 Dex / +5 Wil / +2 Cun / +7 Con Changes resistances: +25% light / +25% fire Changes resistances penetration: +20% fire Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 28.46% Stealth bonus: +15 Physical save: +13 (+0 eff.) Spell save: -30 (-1 eff.) Stamina each turn: +1.20 Mana each turn: -0.60 Maximum life: +96.00 Light radius: +3 See invisible: +12 Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Mag / +2 Cun / +2 Con Changes damage: +12% light Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +21% darkness / +33% temporal Changes damage: +6% lightning / +15% temporal Critical mult.: +18.00% Stealth bonus: +15 Spell save: +11 (+0 eff.) Mental save: +12 (+0 eff.) Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +29% 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 2 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+1 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+1 eff.) It can be used to activate talent Cloaking Device (costing 7 power out of 60/60) : Effective talent level: 1.3 Power cost: 7 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 160 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+0 eff.) Effects on melee hit: * 37% chance to reduce armor by 91% Damage when hit (Melee): 18 light Changes stats: +15 Str / +5 Mag / +6 Cun Changes resistances: +48% acid / +25% fire / +25% light Changes resistances penetration: +45% blight Changes damage: +30% lightning / +21% light / +27% blight Stealth bonus: +13 Light radius: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce armor by 91% Changes stats: +5 Str / +2 Dex / +4 Mag / +1 Cun Changes damage: +6% fire Light radius: +1 Infravision radius: +2 A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +10 Str / +4 Mag / +3 Wil / +4 Cun / +10 Con Changes resistances: +9% fire Changes damage: +10% physical Life regen: +3.00 Stamina each turn: +0.90 Maximum life: +54.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +1% Movement speed: +10% Healing mod.: +20% Size category: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +3.0% Armour: +12 Fatigue: +4% Changes stats: +11 Str / +4 Mag / +5 Wil / +9 Con Changes resistances: +1% physical Changes damage: +8% physical Mana each turn: +0.56 Maximum mana: +44.00 Maximum stamina: +20.00 Spell crit. chance: +5% Infravision radius: +2 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+0 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 2 power out of 20/20) : Effective talent level: 3.9 Power cost: 2 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 261.97 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 1396.94 lightning and 4062.39 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Pinning immunity: +600% Knockback immunity: +100% Spellpower: +5 (+0 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 2 power out of 20/20) : Effective talent level: 3.9 Power cost: 2 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 261.97 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 1396.94 lightning and 4062.39 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +7 Dex / +7 Mag / +9 Wil / +15 Lck Changes resistances: +48% lightning / +47% light / +71% acid Changes resistances penetration: +55% acid Changes damage: +66% acid Stealth bonus: +11 Equilibrium when hit: +0.36 Maximum psi: +119.58 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+0 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. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 32% chance to slow global speed by 114% * 32% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 physical Changes stats: +5 Cun / +7 Str Changes damage: +30% physical Critical mult.: +32.86% Physical save: +15 (+0 eff.) Mental save: +12 (+0 eff.) Spellpower: +13 (+1 eff.) Mental crit. chance: +8% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 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 3 power out of 20/20) : Effective talent level: 3.9 Power cost: 3 out of 20/20. 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 43 arcane resource burn Changes stats: +8 Dex / +7 Wil / +10 Cun / +15 Lck Changes resistances: +30% temporal / +21% darkness / +30% mind / +27% cold / +10% arcane / +18% nature Changes damage: +30% mind Stealth bonus: +14 Spell save: +30 (+1 eff.) Equilibrium when hit: +0.56 Maximum hate: +21.82 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 22 arcane resource burn Damage (Melee): 15 lightning Changes stats: +11 Str / +6 Mag / +4 Wil Changes resistances: +8% lightning / +15% cold / +15% light Changes damage: +11% lightning See invisible: +24 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +5 Mag / +11 Cun Changes resistances: +9% light / +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+0 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 3 cooldown : Effective talent level: 1.3 Power cost: 3 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 1518.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Damage (Melee): 6 acid / 7 fire / 7 cold / 6 lightning Changes stats: +4 Dex / +4 Mag / +4 Wil / +5 Cun / +4 Con Only die when reaching: -80.00 life Mindpower: +15 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Str / +15 Dex / +6 Cun / +4 Con Changes resistances: +6% acid / +15% temporal / -28% light Reduces incoming crit damage: 15.00% Pinning immunity: +20% Only die when reaching: -80.00 life Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +19 Str / +18 Mag / +9 Wil / +9 Con Changes resistances: +24% light / +15% fire / +18% nature / +33% cold Changes resistances penetration: +30% light Changes damage: +27% cold Critical mult.: +40.00% Maximum hate: +18.00 Mindpower: +30 (+3 eff.) Mental crit. chance: +8% A cap made of leather. |
![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 80 * 20% chance to reduce strength, dexterity, and constitution by 80 Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +9 Wil / +4 Cun Changes resistances: +6% lightning Changes resistances penetration: +10% blight Changes damage: +22% blight / +10% arcane Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +3 (+1 eff.) It can be used to activate talent Vimsense (costing 3 power out of 45/45) : Effective talent level: 2.6 Power cost: 3 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 82% and all saves by 142, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+1 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+1 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 14 fire Changes stats: +9 Str / +11 Dex / +2 Mag / +3 Wil / +14 Cun / +11 Con Changes resistances: +15% lightning / +15% temporal / -39% light / +7% all Changes resistances penetration: +10% blight Physical save: +15 (+0 eff.) Equilibrium when hit: +0.20 Psi when hit: +0.12 Mana when firing critical spell: +2.00 Mental crit. chance: +2% Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+0 eff.) Mental save: -25 (-2 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +45 (+5 eff.) Physical crit. chance: +8.0% Physical power: +50 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 46% chance to reduce strength, dexterity, and constitution by 80 Changes stats: +8 Dex / +19 Mag / +6 Wil / +17 Lck Changes resistances: +36% acid Changes damage: +21% blight / +39% light / +30% acid Critical mult.: +30.00% Spell save: +18 (+0 eff.) Mana each turn: +0.24 Vim when firing critical spell: +4.61 Maximum stamina: +69.20 Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +13 Defense: +8 (+0 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 114% * 20% chance to reduce all saves and defense by 80 Changes stats: +16 Lck Changes resistances: +3% temporal / +6% nature / +6% all Changes damage: +6% temporal Physical save: +15 (+0 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.80 Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+0 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +47 (+3 eff.) Fatigue: +5% Changes stats: +8 Str / +9 Dex / +9 Mag / +5 Con Changes resistances: +24% fire Changes resistances penetration: +35% physical Changes damage: +15% fire Critical mult.: +50.00% Spell save: +28 (+1 eff.) Hate when firing a critical mind attack: +7.00 Mental crit. chance: +6% Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% It can be used to activate talent Skullcracker, placing all other charms into a 3 cooldown : Effective talent level: 3.9 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 285553.1 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +10 (+0 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 4 power out of 30/30. How do these even work? |
![]() Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +10 (+0 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 4 power out of 30/30. How do these even work? |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 5 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +53 Defense: +16 (+1 eff.) Fatigue: +5% Changes stats: +16 Str / +10 Dex / +10 Mag / +16 Wil / +10 Cun / +10 Con Changes resistances: +79% acid / +25% cold / +79% nature / +79% light Talent mastery: +0.10 Technique / Mobility Talent granted: +5 Healing Light Allows you to breathe in: water Mental save: +289 (+19 eff.) Blindness immunity: +158% Confusion immunity: +158% Fear immunity: +158% Stamina each turn: +16.90 Maximum stamina: +573.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +60 Defense: +18 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +21 Str / +12 Dex / +19 Mag / +23 Wil / +15 Cun / +37 Con Changes resistances: +95% acid / +95% nature / +95% light Changes resistances penetration: +30% temporal Talent mastery: +0.10 Technique / Superiority Talent granted: +5 Wormhole Physical save: +15 (+0 eff.) Mental save: +346 (+22 eff.) Blindness immunity: +190% Confusion immunity: +190% Fear immunity: +190% Stamina each turn: +21.60 Maximum stamina: +689.00 Mindpower: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+4 eff.) Physical crit. chance: +12.0% Physical power: +60 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str Changes resistances: +21% blight / +39% fire / +19% cold Changes resistances penetration: +40% physical Allows you to breathe in: water Critical mult.: +53.37% Mental save: +24 (+1 eff.) Pinning immunity: +53% Knockback immunity: +53% Life regen: +10.67 Only die when reaching: -213.47 life Maximum life: +266.83 Maximum stamina: +80.00 Light radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +45 (+3 eff.) Fatigue: +5% Effects on melee hit: * 38% chance to slow global speed by 114% Changes stats: +9 Mag / +9 Wil Changes resistances: +18% mind / +18% darkness Changes damage: +21% arcane / +15% blight Critical mult.: +35.00% Disease immunity: +38% Cut immunity: +38% Disarm immunity: +38% Pinning immunity: +38% Vim when firing critical spell: +3.87 Spellpower on spell critical (stacks up to 3 times): +14 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 8 nature Changes stats: +8 Str Changes resistances: +16% physical / +17% darkness / +5% arcane Changes resistances penetration: +10% nature Changes damage: +15% arcane Physical save: +16 (+0 eff.) Life regen: +5.00 Stamina each turn: +1.40 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 11.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 203 for 11 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+0 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +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. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 6 power out of 80/80) : Effective talent level: 3.9 Power cost: 6 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 713.36 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Requires: - Heavy armour training - Strength 48 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Defense: +55 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 16 arcane Changes stats: +7 Str / +11 Dex / +10 Wil / +7 Con Changes resistances: +30% acid / +36% nature / +39% mind Critical mult.: +50.00% Disease immunity: +53% Disarm immunity: +53% Stun/Freeze immunity: +53% Stamina each turn: +7.99 Maximum life: +100.00 Spellpower: +40 (+2 eff.) Healing mod.: +35% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Fatigue: +22% Effects on melee hit: * 23% chance to slow global speed by 114% Changes stats: +6 Dex / +3 Mag / +17 Wil / +2 Cun / +3 Con Changes resistances: +13% acid / +11% cold Changes damage: +12% nature / +9% temporal Allows you to breathe in: water Infravision radius: +3 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+2 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+1 eff.) Spell save: +35 (+1 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+1 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+2 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+1 eff.) Spell save: +35 (+1 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+1 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +13% acid / +15% physical / +27% darkness / +30% blight / +14% fire / +12% lightning / +15% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +36% Knockback immunity: +39% Light radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +13 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 6 fire Changes stats: +6 Str / +3 Dex / +9 Cun Changes resistances: +45% acid / +15% physical / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +50% lightning / +10% fire Changes damage: +24% mind Talent cooldown: Rush (-5 turns) Mental save: +25 (+1 eff.) Disarm immunity: +40% Stun/Freeze immunity: +39% Knockback immunity: +40% Equilibrium when hit: +0.24 Mental crit. chance: +5% Infravision radius: +7 See invisible: +9 A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Ranged Defense: +12 (+0 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+1 eff.) Armour: +60 Defense: +10 (+0 eff.) Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 21 lightning Changes resistances: +36% lightning / +36% darkness / +6% cold / +36% acid / +6% fire Talent cooldown: Cripple (-3 turns) Talents granted: +5 Corrosive Mist +1 Block Spell save: +122 (+3 eff.) Disarm immunity: +73% Knockback immunity: +73% Life regen: +6.05 Equilibrium when hit: +0.24 Only die when reaching: -60.00 life Maximum hate: +4.00 Healing mod.: +20% Handheld deflection devices. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 Turns elapse between self-loadings: 0 When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 20% chance to reduce armor by 91% On weapon crit: * Wound the target dealing 883 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid Damage (radius 1) on hit: +22 acid Damage (radius 2) on crit: +8 lightning / +22 arcane Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 lightning / 8 fire Changes stats: +11 Str / +4 Dex / +7 Wil / +3 Con Changes resistances penetration: +20% arcane Changes damage: +12% lightning Mental crit. chance: +10% Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +7.0% Armour: +4 Defense: +22 (+1 eff.) Changes stats: +2 Str / +3 Mag / +3 Cun Changes resistances: +8% physical Critical mult.: +20.00% Mental save: +18 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +8 Changes stats: +1 Str / +3 Wil / +5 Con Changes resistances: +6% darkness Damage affinity(heal): +15% darkness Only die when reaching: -20.00 life Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 4 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 4 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Changes stats: +5 Cun Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+1 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 1 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +7 Mag / +2 Cun Changes resistances: +6% nature Changes resistances penetration: +15% nature Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +1 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +4 Con / +7 Wil Critical mult.: +20.00% Physical save: +15 (+0 eff.) Poison immunity: +20% Pinning immunity: +20% Teleport immunity: +10% Maximum stamina: +30.00 Light radius: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to reduce damage dealt by 63% Changes stats: +12 Wil / +4 Cun / +6 Con Changes resistances: +15% blight Changes resistances penetration: +15% darkness / +15% temporal Changes damage: +24% lightning / +21% mind Physical save: +14 (+0 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +40% Confusion immunity: +24% Life regen: +16.00 Equilibrium when hit: +0.08 Mindpower: +30 (+3 eff.) Light radius: +11 See stealth: +25 See invisible: +25 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 11.0 Power cost: 5 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 203 for 11 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Cun / +6 Con Changes resistances: +15% blight Changes damage: +9% blight Critical mult.: +15.00% Spell save: +12 (+0 eff.) Blindness immunity: +42% Confusion immunity: +30% Life regen: +10.00 Mana each turn: +0.12 Spellpower: +5 (+0 eff.) Light radius: +16 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 27.5 Power cost: 5 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 319 for 17 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 27 fire Changes resistances: +9% acid / +10% fire Spell save: +6 (+0 eff.) Blindness immunity: +24% Maximum life: +40.00 Light radius: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 3 power out of 25/25) : Effective talent level: 2.6 Power cost: 3 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 3529.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 3529.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 3 power out of 25/25) : Effective talent level: 2.6 Power cost: 3 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 3529.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 3529.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+1 eff.) Changes stats: +6 Con Changes resistances: +15% blight / +9% nature Changes resistances penetration: +15% arcane Critical mult.: +20.00% Blindness immunity: +50% Confusion immunity: +27% Life regen: +16.00 Psi when hit: +0.12 Maximum life: +80.00 Maximum mana: +60.00 Spellpower: +5 (+0 eff.) Light radius: +11 See stealth: +25 See invisible: +24 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 22.0 Power cost: 5 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 286 for 15 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Mental save: +6 (+0 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 1 cooldown : Effective talent level: 5.2 Power cost: 1 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 4195.35 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +13% darkness Mental save: +9 (+0 eff.) Spellpower: +5 (+0 eff.) Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +10% Light radius: +5 Infravision radius: +6 See invisible: +13 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 4 cooldown : Effective talent level: 1.3 Power cost: 4 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 221 blight damage or heals 108 life. Creatures standing in the retch also have 6% 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. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce all saves and defense by 80 Damage when hit (Melee): 6 cold Changes resistances: +6% cold / +3% mind / +6% all Changes damage: +15% light / +18% cold Spell save: +27 (+1 eff.) Blindness immunity: +50% Confusion immunity: +27% Light radius: +13 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 22.0 Power cost: 5 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 286 for 15 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 3 power out of 35/35) : Effective talent level: 11.0 Power cost: 3 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 203 for 11 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." |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 3 power out of 35/35) : Effective talent level: 11.0 Power cost: 3 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 203 for 11 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." |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 2 power out of 9/9) : Effective talent level: 2.6 Power cost: 2 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 4368.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Pocket-sized Forge =Pocket Forge= Pocket-sized Forge =Pocket Forge=25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) When used to imbue an object: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+1 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 24 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 2 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +0 Str / +0 Wil / +8 Cun / +0 Con Changes resistances: +15% lightning / +0% all Changes damage: +15% lightning Physical save: +18 (+0 eff.) Mental save: +0 (+0 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 2 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 2 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +18% mind / +3% temporal Changes resistances penetration: +15% mind / +20% temporal Changes damage: +6% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 494 Activation puts all charms on cooldown for 2 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 4 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By MadKryle the Dwarf Adventurer level 58
26th Profit 123rd year of Ascendancy at 05:00 see stats
By MadKryle the Dwarf Adventurer level 47
17th Iron 123rd year of Ascendancy at 12:33 see stats
By MadKryle the Dwarf Adventurer level 50
10th Steel 123rd year of Ascendancy at 23:27 see stats
By MadKryle the Dwarf Adventurer level 47
15th Iron 123rd year of Ascendancy at 23:11 see stats
By MadKryle the Dwarf Adventurer level 50
7th Voratun 123rd year of Ascendancy at 05:38 see stats
By MadKryle the Dwarf Adventurer level 50
9th Steel 123rd year of Ascendancy at 16:06 see stats
By MadKryle the Dwarf Adventurer level 50
1st Profit 123rd year of Ascendancy at 23:24 see stats
By MadKryle the Dwarf Adventurer level 50
4th Voratun 123rd year of Ascendancy at 16:30 see stats
By MadKryle the Dwarf Adventurer level 50
24th Iron 123rd year of Ascendancy at 16:31 see stats
By MadKryle the Dwarf Adventurer level 157
15th Wealth 123rd year of Ascendancy at 14:13 see stats
By MadKryle the Dwarf Adventurer level 50
14th Gold 123rd year of Ascendancy at 09:54 see stats
By MadKryle the Dwarf Adventurer level 49
22nd Iron 123rd year of Ascendancy at 00:13 see stats
By MadKryle the Dwarf Adventurer level 35
17th Dearth 122nd year of Ascendancy at 20:38 see stats
By MadKryle the Dwarf Adventurer level 40
24th Loss 122nd year of Ascendancy at 21:38 see stats
By MadKryle the Dwarf Adventurer level 50
21st Voratun 123rd year of Ascendancy at 07:50 see stats
By MadKryle the Dwarf Adventurer level 28
38th Profit 122nd year of Ascendancy at 00:45 see stats
By MadKryle the Dwarf Adventurer level 38
30th Dearth 122nd year of Ascendancy at 00:50 see stats
By MadKryle the Dwarf Adventurer level 50
16th Voratun 123rd year of Ascendancy at 03:53 see stats
By MadKryle the Dwarf Adventurer level 48
20th Iron 123rd year of Ascendancy at 21:02 see stats
By MadKryle the Dwarf Adventurer level 30
39th Profit 122nd year of Ascendancy at 22:04 see stats
By MadKryle the Dwarf Adventurer level 50
9th Steel 123rd year of Ascendancy at 17:07 see stats
By MadKryle the Dwarf Adventurer level 123
44th Profit 123rd year of Ascendancy at 16:08 see stats
By MadKryle the Dwarf Adventurer level 190
4th Dearth 123rd year of Ascendancy at 15:27 see stats
By MadKryle the Dwarf Adventurer level 72
29th Profit 123rd year of Ascendancy at 18:03 see stats
By MadKryle the Dwarf Adventurer level 98
37th Profit 123rd year of Ascendancy at 03:15 see stats
By MadKryle the Dwarf Adventurer level 50
38th Steel 123rd year of Ascendancy at 20:46 see stats
By MadKryle the Dwarf Adventurer level 34
8th Dearth 122nd year of Ascendancy at 13:42 see stats
By MadKryle the Dwarf Adventurer level 10
2nd Acquisition 122nd year of Ascendancy at 01:59 see stats
By MadKryle the Dwarf Adventurer level 20
30th Profit 122nd year of Ascendancy at 15:58 see stats
By MadKryle the Dwarf Adventurer level 30
39th Profit 122nd year of Ascendancy at 15:16 see stats
By MadKryle the Dwarf Adventurer level 40
17th Loss 122nd year of Ascendancy at 11:41 see stats
By MadKryle the Dwarf Adventurer level 50
22nd Iron 123rd year of Ascendancy at 02:25 see stats
By MadKryle the Dwarf Adventurer level 43
30th Shortage 122nd year of Ascendancy at 14:04 see stats
By MadKryle the Dwarf Adventurer level 50
15th Voratun 123rd year of Ascendancy at 00:32 see stats
By MadKryle the Dwarf Adventurer level 32
6th Wealth 122nd year of Ascendancy at 23:34 see stats
By MadKryle the Dwarf Adventurer level 144
9th Wealth 123rd year of Ascendancy at 04:02 see stats
By MadKryle the Dwarf Adventurer level 50
39th Steel 123rd year of Ascendancy at 14:32 see stats
By MadKryle the Dwarf Adventurer level 14
11st Profit 122nd year of Ascendancy at 13:29 see stats
By MadKryle the Dwarf Adventurer level 33
7th Wealth 122nd year of Ascendancy at 22:48 see stats
By MadKryle the Dwarf Adventurer level 26
37th Profit 122nd year of Ascendancy at 01:52 see stats
By MadKryle the Dwarf Adventurer level 18
23rd Profit 122nd year of Ascendancy at 13:45 see stats
By MadKryle the Dwarf Adventurer level 49
22nd Iron 123rd year of Ascendancy at 01:31 see stats
By MadKryle the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 06:46 see stats
By MadKryle the Dwarf Adventurer level 50
21st Voratun 123rd year of Ascendancy at 07:50 see stats
By MadKryle the Dwarf Adventurer level 6
28th Voratun 122nd year of Ascendancy at 15:26 see stats
By MadKryle the Dwarf Adventurer level 50
15th Voratun 123rd year of Ascendancy at 01:02 see stats
By MadKryle the Dwarf Adventurer level 50
21st Voratun 123rd year of Ascendancy at 07:50 see stats
By MadKryle the Dwarf Adventurer level 32
6th Wealth 122nd year of Ascendancy at 23:10 see stats
By MadKryle the Dwarf Adventurer level 13
5th Profit 122nd year of Ascendancy at 21:16 see stats
By MadKryle the Dwarf Adventurer level 50
17th Stralite 123rd year of Ascendancy at 05:48 see stats
By MadKryle the Dwarf Adventurer level 25
34th Profit 122nd year of Ascendancy at 12:36 see stats
By MadKryle the Dwarf Adventurer level 16
13rd Profit 122nd year of Ascendancy at 15:13 see stats
By MadKryle the Dwarf Adventurer level 46
15th Iron 123rd year of Ascendancy at 14:11 see stats
Log
Luminous horror casts Healing Light.
Luminous horror casts Healing Light.
Luminous horror receives 1208 healing.
Luminous horror receives 1208 healing.
Luminous horror receives 1208 healing.
Talent Burrow is ready to use.
MadKryle uses Burrow.
Telos Golem (reluctant follower of MadKryle) deactivates Reflective Skin.
Telos Golem (reluctant follower of MadKryle) deactivates Premonition.
Telos Golem (reluctant follower of MadKryle) seems less dangerous.
MadKryle deactivates Shock Hands.
MadKryle deactivates Arcane Power.
MadKryle deactivates Chant of Fortitude.
MadKryle deactivates Fiery Hands.
MadKryle deactivates Augmentation.
MadKryle deactivates Elemental Harmony.
MadKryle deactivates Weapon of Light.
MadKryle deactivates Weapon of Wrath.
MadKryle deactivates Hymn of Detection.
MadKryle vanishes from sight.
MadKryle deactivates Second Life.
MadKryle deactivates Weapon Folding.
MadKryle stops surging mana.
MadKryle stops regenerating health quickly.
MadKryle deactivates Lucid Dreamer.
MadKryle deactivates Beyond the Flesh.
MadKryle deactivates Arcane Combat.
MadKryle deactivates Arcane Feed.
MadKryle deactivates Mitosis.