Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/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): Embers of Rage 1.4.4Official 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:
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. 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 !! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 1738% |
| Size | medium |
| Lifes / Deaths | Killed by Emalle the dragon turtle at level 6 on the 30th Voratun 122nd year of Ascendancy at 04:57 6 / 1 |
Primary Stats
| Strength | 191 (base 61) |
| Dexterity | 153 (base 60) |
| Constitution | 126 (base 60) |
| Magic | 96 (base 61) |
| Willpower | 97 (base 60) |
| Cunning | 142 (base 64) |
Resources
| Mana | 842/842 |
| Psi_feedback | 9/150 |
| Life | 1737/1737 |
| Paradox | 300 |
| Equilibrium | 35 |
| Vim | 296/296 |
| Positive | 0/197 |
| Stamina | 878/878 |
| Psi | 457/457 |
| Healing Factor | 1.3983453138235 |
| Regeneration | 377.75974925805 |
Speed
| Mental | +10% |
| Attack | +10% |
| Movement | +56.271580601% |
| Spell | 0% |
| Global | +139.10526315789% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 25 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 229 |
| Accuracy | 91 |
| Crit Chance | 122% |
| APR | 37 |
| Speed | 0.79 |
Offense: Offhand
| Damage | 200 |
| Accuracy | 91 |
| Crit Chance | 118% |
| APR | 37 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 71% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| All | +17% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 130.8 (92%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 0 |
| Physical Save | 90 |
| Spell Save | 82.2 |
| Mental Save | 90 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 23% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 93% |
| Pinning Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 13 turns. While Heroism is active, you will only die when reaching -1116 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 959% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2075% for 10 turns and instantly restoring 103 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1287% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1163 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 7/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Wild Growth |
| talent | Weapon Folding |
| talent | Augmentation |
| talent | Arcane Power |
| talent | Elemental Harmony |
| talent | Lucid Dreamer |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
| beneficial effect | The mana surge engulfs the target, regenerating 24.56 mana per turn. Surging mana |
| beneficial effect | A flow of life spins around the target, regenerating 232.68 life per turn. Regeneration |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | 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 +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2432. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed length of troll intestine. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | reforged Warmaster Gnarg's Murderblade (121.5-194.4 power, 32 apr) reforged Warmaster Gnarg's Murderblade (121.5-194.4 power, 32 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Base power: 121.5 - 194.4 Uses stat: 92% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +32 Physical crit. chance: +16.0% Attack speed: 115% Damage (Melee): +70 darkness / +70 fire Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Changes damage: +33% fire / +33% temporal Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Talent granted: +4 Pulverizing Auger Massive two-handed swords. |
| Quiver | 1727 alchemist agate 1727 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| On hands | Amyderim the Scumwish (0 def, 3 armour) Amyderim the Scumwish (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% fire Changes resistances penetration: +10% nature / +20% fire Changes damage: +9% nature Life regen: +5.20 Stamina each turn: +1.30 Psi each turn: +0.40 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Soottickler SootticklerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 fire Changes resistances penetration: +10% light Changes damage: +12% darkness / +18% temporal Blindness immunity: +50% Confusion immunity: +30% Light radius: +10 See stealth: +25 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | reforged Sunwalker the voratun helm (6 def, 23 armour) reforged Sunwalker the voratun helm (6 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +8 Str Changes resistances: +13% acid / +11% physical / +11% temporal / +12% fire / +20% cold / +3% nature / +26% lightning Changes resistances penetration: +10% light Changes damage: +6% acid Talent mastery: +0.10 Technique / Weapon forging Talent granted: +4 Phase Door Physical save: +23 (+3 eff.) Mental save: +44 (+9 eff.) Blindness immunity: +23% Disarm immunity: +5% Confusion immunity: +28% Pinning immunity: +15% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +94.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Xerawe the Ravenscar (0 def, 3 armour) Xerawe the Ravenscar (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 darkness Changes stats: +4 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con / +7 Lck Changes resistances penetration: +7% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Stealth bonus: +7 Mana each turn: +0.10 Maximum mana: +38.00 Spell crit. chance: +2% A pair of boots made of leather. |
| Tool | Forestlady the voratun pickaxe (dig speed 10 turns) Forestlady the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Str Changes resistances: +9% blight / +10% physical / +3% mind Changes resistances penetration: +10% blight Changes damage: +9% blight Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Maximum life: +90.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Flameire FlameireCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 16 mind Changes stats: +8 Dex / +2 Mag / +11 Wil / +18 Cun Changes resistances: +15% fire Spell save: +6 (+0 eff.) Mental save: +12 (+2 eff.) Confusion immunity: +50% Mindpower: +25 (+6 eff.) Rings can have magical properties. |
| Around neck | Xemida XemidaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +1 Mag / +10 Wil / +3 Cun Changes resistances: +3% temporal Changes resistances penetration: +10% arcane Grants telepathy: Dragon Amulets can have magical properties. |
| In main hand | reforged Aluganeg (80.5-112.7 power, 19 apr) reforged Aluganeg (80.5-112.7 power, 19 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 80.5 - 112.7 Uses stat: 81% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +13.0% Attack speed: 115% On weapon hit: * 25% chance to corrode armour * 25% chance to put talents on cooldown Damage (Melee): +49 temporal / +49 cold / +49 light When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +12 (+3 eff.) Changes resistances: +6% lightning / +9% darkness Changes resistances penetration: +15% acid Changes damage: +15% physical / +23% arcane / +23% fire Talent granted: +1 Flameshock Spell save: +9 (+1 eff.) Disarm immunity: +47% Stun/Freeze immunity: +25% Life regen: +2.30 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% One-handed war axes. |
| Around waist | Tyroddarak the drakeskin leather belt Tyroddarak the drakeskin leather belt Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Physical crit. chance: +13.0% Physical power: +4 (+1 eff.) Changes stats: +6 Dex / +5 Cun / +2 Con / +10 Lck Changes damage: +10% all Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +29 Stealth bonus: +13 Maximum life: +90.00 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +6 A belt that goes around your waist. |
| In off hand | reforged Emelymira the Darkbile (87.5-122.5 power, 19 apr) reforged Emelymira the Darkbile (87.5-122.5 power, 19 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 87.5 - 122.5 Uses stat: 81% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 115% When this weapon hits: Weakness Disease (10% chance level 2). On weapon hit: * 20% chance to inflict damage reduction * 20% chance to torment the target * 20% chance to curse the target Damage (Melee): +49 acid / +49 cold / +49 light When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+3 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +6% light Changes resistances penetration: +13% mind / +15% darkness Changes damage: +23% temporal / +12% mind / +23% fire Grants telepathy: Dragon Talent granted: +2 Bone Grab Mental save: +20 (+4 eff.) Disarm immunity: +43% Equilibrium when hit: +0.16 Blunt and deadly. |
| Cloak | elven-silk cloak 'Flashpassion' (3 def, 12 armour) elven-silk cloak 'Flashpassion' (3 def, 12 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +6 Wil / +11 Cun Changes resistances: +30% cold Changes resistances penetration: +26% lightning Changes damage: +6% lightning Mental save: +3 (+0 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged voratun plate armour (15 def, 51 armour) masterforged voratun plate armour (15 def, 51 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +51 Defense: +15 (+4 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 45% Changes stats: +6 Str / +4 Con Changes resistances: +12% lightning / +11% temporal / +17% light / +26% fire / +6% nature / +15% acid / +15% physical / +10% cold / +9% mind Talent cooldown: Rush (-5 turns) Talents granted: +3 Shock Hands +1 Power Catalyst: Magic Physical save: +45 (+7 eff.) Cut immunity: +23% Disarm immunity: +34% Pinning immunity: +38% Stun/Freeze immunity: +56% Knockback immunity: +33% Life regen: +4.50 Maximum life: +305.00 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 22%; cure magical, physical, mental) Primal Infusion (affinity 22%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 390) healing infusion of the duelist (heal 390)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 390 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the warrior (heal 504) healing infusion of the warrior (heal 504)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 504 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 502) healing infusion of the warrior (heal 502)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 502 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 478) healing infusion of the warrior (heal 478)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 478 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 540) healing infusion of the warrior (heal 540)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 540 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+27 for 10 turns, die at -918) heroism infusion of the duelist (+27 for 10 turns, die at -918)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -918 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 ability. |
heroism infusion of the psychic (+19 for 10 turns, die at -1052) heroism infusion of the psychic (+19 for 10 turns, die at -1052)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -1052 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+20 for 11 turns, die at -1084) heroism infusion of the psychic (+20 for 11 turns, die at -1084)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -1084 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+26 for 13 turns, die at -959) heroism infusion of the sneak (+26 for 13 turns, die at -959)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 13 turns. While Heroism is active, you will only die when reaching -959 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 ability. |
heroism infusion of the sneak (+25 for 12 turns, die at -930) heroism infusion of the sneak (+25 for 12 turns, die at -930)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -930 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 ability. |
heroism infusion of the warrior (+32 for 12 turns, die at -1002) heroism infusion of the warrior (+32 for 12 turns, die at -1002)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 12 turns. While Heroism is active, you will only die when reaching -1002 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the wizard (+20 for 10 turns, die at -999) heroism infusion of the wizard (+20 for 10 turns, die at -999)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -999 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (660% speed; 6 turns) movement infusion of the psychic (660% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (761% speed; 7 turns) movement infusion of the psychic (761% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 761% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (947% speed; 7 turns) movement infusion of the sneak (947% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 947% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
movement infusion of the sneak (819% speed; 5 turns) movement infusion of the sneak (819% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 819% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
movement infusion of the sneak (749% speed; 5 turns) movement infusion of the sneak (749% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 749% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
movement infusion of the wizard (751% speed; 5 turns) movement infusion of the wizard (751% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 613 over 5 turns) regeneration infusion of the psychic (heal 613 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 875 over 5 turns) regeneration infusion of the sneak (heal 875 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 875 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 ability. |
regeneration infusion of the warrior (heal 958 over 5 turns) regeneration infusion of the warrior (heal 958 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 958 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 ability. |
regeneration infusion of the warrior (heal 861 over 5 turns) regeneration infusion of the warrior (heal 861 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 861 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 ability. |
regeneration infusion of the warrior (heal 731 over 5 turns) regeneration infusion of the warrior (heal 731 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 731 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 ability. |
Rune of the Rift (538.00 temporal damage, removed from time 4 turns) Rune of the Rift (538.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1030.81 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 ability. |
acid wave rune of the duelist (488 acid damage; dur 5; apply 81) acid wave rune of the duelist (488 acid damage; dur 5; apply 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 488.91 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 81. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 16) controlled phase door rune of the sneak (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (797 fire damage) heat beam rune of the wizard (797 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 797.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (600 lightning damage) lightning rune of the duelist (600 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 200.29 to 600.88 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (504 lightning damage) lightning rune of the psychic (504 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 168.01 to 504.02 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (592 lightning damage) lightning rune of the psychic (592 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 197.49 to 592.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1459% regen over 10 turns; 72 instant mana) manasurge rune of the duelist (1459% regen over 10 turns; 72 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1459% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1237% regen over 10 turns; 61 instant mana) manasurge rune of the duelist (1237% regen over 10 turns; 61 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1237% for 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1203% regen over 10 turns; 60 instant mana) manasurge rune of the sneak (1203% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1203% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1818% regen over 10 turns; 90 instant mana) manasurge rune of the titan (1818% regen over 10 turns; 90 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1818% for 10 turns and instantly restoring 90 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 ability. |
manasurge rune of the titan (1628% regen over 10 turns; 81 instant mana) manasurge rune of the titan (1628% regen over 10 turns; 81 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1628% for 10 turns and instantly restoring 81 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 ability. |
manasurge rune of the warrior (2152% regen over 10 turns; 107 instant mana) manasurge rune of the warrior (2152% regen over 10 turns; 107 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2152% for 10 turns and instantly restoring 107 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1373% regen over 10 turns; 68 instant mana) manasurge rune of the warrior (1373% regen over 10 turns; 68 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1860% regen over 10 turns; 93 instant mana) manasurge rune of the wizard (1860% regen over 10 turns; 93 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1860% for 10 turns and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 784 for 5 turns) shielding rune of the duelist (absorb 784 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 784 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 752 for 6 turns) shielding rune of the duelist (absorb 752 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 752 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 593 for 5 turns) shielding rune of the psychic (absorb 593 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 593 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 667 for 6 turns) shielding rune of the psychic (absorb 667 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 667 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 846 for 6 turns) shielding rune of the sneak (absorb 846 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 846 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 623 for 5 turns) shielding rune of the warrior (absorb 623 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 623 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 1035 for 6 turns) shielding rune of the warrior (absorb 1035 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1035 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aderiarana AderiaranaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +3 Mag / +2 Wil Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 48 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Withering Orbs Withering OrbsInfused 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... |
copper amulet of mastery (0.10 Wild-gift / Fungus) copper amulet of mastery (0.10 Wild-gift / Fungus)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Wild-gift / Fungus Amulets can have magical properties. |
gold amulet 'Infernogrinder' gold amulet 'Infernogrinder'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex / +4 Con Changes resistances: +21% fire Changes damage: +6% light / +9% fire Cut immunity: +50% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 1.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Mayuda' voratun amulet 'Mayuda'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Str / +10 Mag / +2 Wil / +1 Cun Mental save: +25 (+5 eff.) Hate when firing a critical mind attack: +1.00 See invisible: +9 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
Beekhad the Thundermoon Beekhad the ThundermoonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom * 40% chance to daze Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 blight Changes stats: +8 Cun Changes resistances penetration: +15% lightning Changes damage: +15% blight Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Betynne the Mirewind Betynne the MirewindPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +34% light / +15% nature / +3% mind Changes damage: +17% light Life regen: +1.80 Maximum life: +86.00 Movement speed: +18% Healing mod.: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Bleakblow BleakblowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +24% acid / +6% darkness Changes resistances penetration: +5% acid Changes damage: +15% acid Rings can have magical properties. |
Bokedunakor BokedunakorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +1 Cun Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Chamyzilandil the copper ring Chamyzilandil the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes damage: +9% arcane Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 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 308.78 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 3 turn(s), costing 26 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. |
Hellscrack the voratun ring Hellscrack the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +14 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +9 Str / +7 Cun / +8 Con Changes resistances: +14% nature / +15% blight Changes resistances penetration: +15% fire Poison immunity: +30% Disease immunity: +24% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spell crit. chance: +5% Rings can have magical properties. |
Layuyatha LayuyathaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Wil / +1 Cun Changes resistances: +3% blight / +3% temporal Rings can have magical properties. |
Morningmoon MorningmoonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour Changes stats: +10 Wil Changes resistances: +3% acid / +12% mind / +6% light Changes damage: +9% acid / +6% mind / +3% light Mental save: +20 (+4 eff.) Rings can have magical properties. |
Oozeguile the gold ring Oozeguile the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom * Slows global speed by 40% * 10% chance to gain 10% of a turn Damage (Melee): 7 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +1 Cun Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +16 (+3 eff.) Confusion immunity: +24% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused 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 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Xanildatha the voratun ring Xanildatha the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +7 Dex / +5 Mag / +15 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% mind Changes damage: +6% arcane Blindness immunity: +46% Spellpower: +12 (+3 eff.) Infravision radius: +6 See stealth: +19 See invisible: +21 Rings can have magical properties. |
Xanoremira the Breezewitch Xanoremira the BreezewitchPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Dex / +2 Mag / +6 Cun Changes resistances: +16% temporal / +26% fire Changes resistances penetration: +5% blight / +5% arcane Changes damage: +16% temporal / +13% fire Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Rings can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Spellpower: +13 (+3 eff.) Rings can have magical properties. |
diamond ring diamond ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Rings can have magical properties. |
fire opal ring fire opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
stralite ring 'Gunasin' stralite ring 'Gunasin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +8 Wil Grants telepathy: Demon/Minor Demon/Major Mental save: +14 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Gorihir' voratun ring 'Gorihir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +9 Cun / +8 Wil Changes resistances: +9% fire / +1% physical Changes resistances penetration: +10% temporal Cut immunity: +10% Stun/Freeze immunity: +15% Equilibrium when hit: +0.04 Maximum hate: +4.00 Mindpower: +12 (+3 eff.) Rings can have magical properties. |
voratun ring 'Khelorath' voratun ring 'Khelorath'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +20 Changes stats: +10 Str / +3 Dex / +1 Mag / +2 Con Changes resistances penetration: +5% temporal Changes damage: +12% temporal Grants telepathy: Humanoid/Orc Disarm immunity: +47% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +38.00 Spellpower: +14 (+4 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun battleaxe of erosion (57-85.5 power, 4 apr)slime-covered voratun battleaxe of erosion (57-85.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 28% Damage (Melee): +28 temporal / +28 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun dagger (37-48.1 power, 9 apr)voratun dagger (37-48.1 power, 9 apr) Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of rage (38.5-50.05 power, 9 apr)voratun dagger of rage (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Str Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatmaul of dampening (66.5-99.75 power, 4 apr)insidious voratun greatmaul of dampening (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +49 insidious poison When wielded/worn: Changes resistances: +24% acid / +24% fire / +20% lightning / +17% cold Spell save: +21 (+3 eff.) Massive two-handed mauls. |
masterforged voratun greatmaul (137-205.5 power, 17 apr) masterforged voratun greatmaul (137-205.5 power, 17 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 137.0 - 205.5 Uses stat: 92% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +17 Physical crit. chance: +9.0% Attack speed: 115% When this weapon hits: Battle Call (15% chance level 3). Damage (Melee): +12 acid / +70 temporal / +70 light / +70 fire / +4 arcane When wielded/worn: Changes resistances: +6% acid Changes damage: +33% blight / +9% arcane / +33% light Talent granted: +2 Slime Spit Critical mult.: +10.00% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.08 Massive two-handed mauls. |
reforged Jetmoon the voratun greatmaul (162.5-243.75 power, 17 apr) reforged Jetmoon the voratun greatmaul (162.5-243.75 power, 17 apr)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. Base power: 162.5 - 243.8 Uses stat: 91% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +17 Physical crit. chance: +9.0% Attack speed: 115% When this weapon hits: Virulent Disease (10% chance level 3). On weapon crit: * cripple the target Damage (Melee): +71 blight / +35 cold / +71 arcane / +71 fire When wielded/worn: Physical crit. chance: +21.0% Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Changes resistances: +3% nature / +3% darkness Changes damage: +35% physical / +35% temporal Talent granted: +4 Ruin Confusion immunity: +5% Pinning immunity: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. glacial voratun greatsword of shearing (63-100.8 power, 4 apr)glacial voratun greatsword of shearing (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +26 ice When wielded/worn: Armour penetration: +21 Armour: +21 Changes resistances penetration: +21% cold / +21% physical Changes damage: +19% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword (63-100.8 power, 4 apr)plaguebringer's voratun greatsword (63-100.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight When wielded/worn: Disease immunity: +43% Massive two-handed swords. |
reforged Mardidunahek (137.5-220 power, 17 apr) reforged Mardidunahek (137.5-220 power, 17 apr)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. Base power: 137.5 - 220.0 Uses stat: 92% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +17 Physical crit. chance: +11.0% Attack speed: 115% When this weapon hits: Manathrust (15% chance level 4). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +70 acid / +70 darkness / +28 blight / +70 nature When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Armour: +4 Defense: +21 (+5 eff.) Changes resistances penetration: +20% blight / +20% physical Changes damage: +21% physical / +33% nature / +33% mind Disease immunity: +47% Disarm immunity: +70% Knockback immunity: +10% Defense after a teleport: +19 Resist all after a teleport: +8% New effects duration reduction after a teleport: +32% Massive two-handed swords. |
reforged voratun greatsword 'Nimbussteel' (132-211.2 power, 17 apr) reforged voratun greatsword 'Nimbussteel' (132-211.2 power, 17 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 132.0 - 211.2 Uses stat: 92% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +17 Physical crit. chance: +11.0% Attack speed: 115% When this weapon hits: Disperse Magic (10% chance level 3). On weapon hit: * Slows global speed by 40% Damage (Melee): +83 insidious poison / +70 darkness / +70 blight / +74 nature Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +28 fire When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 26 lightning Changes resistances penetration: +21% fire / +20% physical Changes damage: +33% fire / +21% physical / +6% arcane / +33% darkness Talent granted: +4 Ruin Global speed: +8% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatsword of massacre (77.5-124 power, 4 apr)warbringer's voratun greatsword of massacre (77.5-124 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+4 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +48% Massive two-handed swords. |
masterforged voratun longsword (81.5-114.1 power, 19 apr) masterforged voratun longsword (81.5-114.1 power, 19 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 81.5 - 114.1 Uses stat: 80% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +11.0% Attack speed: 115% When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +50 lightning / +50 physical / +50 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +15% acid / +13% fire / +17% lightning / +15% cold Changes damage: +24% darkness / +36% physical Talent granted: +4 Deadly Strikes Stamina when hit: +1.40 Sharp, long, and deadly. |
reforged Chevon (92.5-129.5 power, 19 apr) reforged Chevon (92.5-129.5 power, 19 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 92.5 - 129.5 Uses stat: 79% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +11.0% Attack speed: 115% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage Shield penetration (this weapon only): +20% Damage (Melee): +51 acid / +51 cold / +51 darkness When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +7 Dex Changes resistances penetration: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +25% light / +25% darkness / +12% mind Grants telepathy: Humanoid/Orc Talent granted: +2 Pulverizing Auger Spell save: +10 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun longsword of rage (44.5-62.3 power, 6 apr)slime-covered voratun longsword of rage (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Str Changes damage: +15% physical Stamina when hit: +2.50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Flameorder the voratun mace (46.5-65.1 power, 6 apr)Flameorder the voratun mace (46.5-65.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Str Changes damage: +18% blight / +13% physical / +9% arcane Spell save: +20 (+3 eff.) Mana each turn: +0.12 Stamina when hit: +2.10 Spellpower on spell critical (stacks up to 3 times): +6 Blunt and deadly. |
masterforged voratun mace (87.5-122.5 power, 19 apr) masterforged voratun mace (87.5-122.5 power, 19 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 87.5 - 122.5 Uses stat: 81% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 115% When this weapon hits: Perfect Strike (15% chance level 2). Damage (Melee): +50 blight / +50 cold / +50 darkness When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 darkness / 4 mind Changes resistances: +12% light / +9% darkness / +3% mind Changes resistances penetration: +5% mind Changes damage: +24% light / +24% temporal Talent granted: +2 Blindside Blunt and deadly. |
reforged Issilastir the Shadowpall (91-127.4 power, 19 apr) reforged Issilastir the Shadowpall (91-127.4 power, 19 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 91.0 - 127.4 Uses stat: 79% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 115% When this weapon hits: Curse of Defenselessness (15% chance level 2). On weapon crit: * wounds the target reducing their healing Damage (Melee): +43 insidious poison / +51 temporal / +51 nature / +51 arcane When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances penetration: +10% darkness Changes damage: +25% light / +25% acid Talent granted: +4 Acidic Spray Critical mult.: +10.00% Mana each turn: +0.04 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Kindleire (18-19.8 power, 40 apr, mind damage)Kindleire (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to cause random gloom Burst (radius 1) on hit: +4 blight / +8 fire Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +10% blight / +18% fire Changes damage: +10% nature / +9% fire Disease immunity: +19% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar (16-17.6 power, 40 apr, nature damage)living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of recursiondrakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 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, costing 158 power out of 59/200. 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." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of fate (30-36 power, 6 apr, fire element)dragonbone magestaff of fate (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element)lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +30% acid Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of might (30-36 power, 6 apr, cold element)surging dragonbone magestaff of might (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+4 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of torment (53.5-85.6 power, 16 apr)orichalcum trident of torment (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +16% mind / +20% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
reforged Nightrune (87-121.8 power, 19 apr) reforged Nightrune (87-121.8 power, 19 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 87.0 - 121.8 Uses stat: 80% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +19 Physical crit. chance: +13.0% Attack speed: 115% When this weapon hits: Blinding Spores (15% chance level 2). On weapon hit: * 20% chance to torment the target Damage (Melee): +50 acid / +50 nature / +50 arcane When wielded/worn: Armour penetration: +15 Physical crit. chance: +11.0% Changes stats: +2 Cun / +3 Str Changes resistances penetration: +15% mind / +25% darkness Changes damage: +24% nature / +24% temporal Talent granted: +3 Acidic Spray Critical mult.: +19.00% Mental save: +23 (+4 eff.) Maximum hate: +8.00 Maximum psi: +20.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of erosion (40-56 power, 6 apr)voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +15 temporal One-handed war axes. |
Erelyrath ErelyrathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +1 Cun / +4 Con Changes resistances: +14% lightning / +15% temporal Reduced damage from: +26% Summoned Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +15 (+3 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +1 See invisible: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Splendourbreak the drakeskin leather belt Splendourbreak the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +6 Dex / +2 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +3% light Reduces incoming crit damage: 5.00% Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
Yvanor the Sunriver Yvanor the Sunriver Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Str / +8 Dex / +8 Cun / +10 Con Changes resistances: +9% light Changes damage: +15% light / +20% lightning Damage affinity(heal): +20% lightning Physical save: +14 (+2 eff.) Mental save: +9 (+2 eff.) Life regen: +2.60 Mindpower: +6 (+2 eff.) Light radius: +3 Movement speed: +15% Healing mod.: +20% Chance to avoid any damage: +8% Size category: +1 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 69 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 23 power out of 28/28) : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 172.09 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 504.57 cold damage and condensing the air into freezing vapors that deal 168.19 cold damage (based on Magic) each turn for 10 turns, costing 24 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 56.72 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
cashmere cloak 'Corpsebringer' (2 def, 0 armour) cashmere cloak 'Corpsebringer' (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +5 Wil / +3 Cun Changes resistances: +1% physical / +16% darkness / +6% nature Changes resistances penetration: +7% darkness Changes damage: +13% darkness Stealth bonus: +11 Only die when reaching: -60.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (5 def, 0 armour)elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +19% acid / +18% physical / +20% fire / +20% cold Changes damage: +15% acid / +15% physical / +15% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's elven-silk robe (5 def, 0 armour)stargazer's elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Cun Changes damage: +15% light / +18% darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairidugrim the pair of voratun boots (0 def, 13 armour) Dairidugrim the pair of voratun boots (0 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes stats: +4 Str / +4 Mag / +5 Cun / +10 Con Changes damage: +12% arcane Reduces incoming crit damage: 5.00% Physical save: +24 (+3 eff.) Mental save: +25 (+5 eff.) Light radius: +2 Infravision radius: +4 It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 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. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots (0 def, 5 armour)blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of phasing (0 def, 5 armour)insulating pair of voratun boots of phasing (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Changes resistances: +11% fire / +15% cold It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. invigorating pair of drakeskin leather boots of evasion (25 def, 5 armour)invigorating pair of drakeskin leather boots of evasion (25 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: -5% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 50 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots (0 def, 5 armour)invigorating pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent 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% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane 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. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of the starseeker (0 def, 9 armour)heroic voratun gauntlets of the starseeker (0 def, 9 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Cun / +6 Mag Changes resistances: +9% light / +10% darkness Mental save: +15 (+3 eff.) Maximum life: +73.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +47 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 104.03 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. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 24 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level. catburglar's voratun helm (0 def, 5 armour)catburglar's voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +23% darkness Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged bladed dwarven-steel helm of the depths (5 def, 18.5 armour) masterforged bladed dwarven-steel helm of the depths (5 def, 18.5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +8 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +11% cold / +11% arcane / +11% fire Talent mastery: +0.10 Cunning / Dirty fighting Talent granted: +1 Illuminate Allows you to breathe in: water Mental save: +39 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +83.00 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 1851.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 23 armour) masterforged voratun helm (6 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% blight / +11% cold / +11% darkness / +11% temporal Changes resistances penetration: +15% arcane Changes damage: +18% arcane Talent mastery: +0.10 Spell / Stone alchemy Talent granted: +1 Illuminate Critical mult.: +5.00% Mental save: +43 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum mana: +40.00 Maximum stamina: +93.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 23 armour) masterforged voratun helm (6 def, 23 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +11 Str / +4 Wil / +5 Con Changes resistances: +11% acid / +12% physical / +11% light / +11% fire Talent mastery: +0.10 Psionic / Dreaming Physical save: +24 (+3 eff.) Mental save: +57 (+11 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +90.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 23 armour) masterforged voratun helm (6 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 8 physical Changes stats: +9 Str / +5 Dex / +5 Mag / +5 Wil / +12 Cun / +5 Con Changes resistances: +11% physical / +11% mind / +11% fire Talent mastery: +0.10 Technique / Combat training Talent granted: +1 Disperse Magic Mental save: +44 (+9 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +94.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Boltcutter (5 def, 28 armour) reforged Boltcutter (5 def, 28 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +28 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +9 Dex / +4 Con Changes resistances: +11% light / +19% darkness / +11% mind / +11% cold / +5% arcane / +6% all Changes resistances penetration: +5% lightning / +10% arcane Changes damage: +15% arcane / +3% lightning Talent granted: +1 Disperse Magic Physical save: +14 (+2 eff.) Mental save: +36 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +78.00 Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Carrionslice (5 def, 18.5 armour) reforged Carrionslice (5 def, 18.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +9 (+2 eff.) Armour: +18 Defense: +5 (+1 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +12 Str / +8 Dex / +5 Mag / +10 Wil / +7 Cun / +5 Con Changes resistances: +11% cold / +21% physical Changes resistances penetration: +10% nature / +5% arcane Changes damage: +12% nature / +6% arcane Talent mastery: +0.10 Cunning / Survival Talent granted: +4 Swallow Physical save: +8 (+1 eff.) Mental save: +37 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Dazzleclamor the voratun helm (6 def, 23 armour) reforged Dazzleclamor the voratun helm (6 def, 23 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 light Changes stats: +9 Str / +9 Dex / +9 Cun Changes resistances: +15% light / +11% cold / +11% darkness / +11% mind Changes resistances penetration: +10% light Changes damage: +12% light / +6% mind Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +2 Skullcracker Mental save: +42 (+8 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Stamina when hit: +3.00 Equilibrium when hit: +2.90 Maximum stamina: +89.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. shielding elven-silk wizard hat (3 def, 0 armour)shielding elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Spell save: +11 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm (0 def, 5 armour)voratun helm (0 def, 5 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm of might (0 def, 5 armour)voratun helm of might (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm of strength (+4) (0 def, 5 armour)voratun helm of strength (+4) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Chromatic Harness (9.5 def, 33.5 armour) reforged Chromatic Harness (9.5 def, 33.5 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +33 Defense: +9 (+2 eff.) Fatigue: +16% Changes stats: +11 Str / +5 Dex / +5 Mag / +11 Wil / +9 Cun / +5 Con / +10 Lck Changes resistances: +20% lightning / +31% physical / +31% cold / +20% fire / +31% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Unstoppable (-5 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Talent granted: +4 Second Wind Physical save: +40 (+6 eff.) Blindness immunity: +50% Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +48% Knockback immunity: +50% Life regen: +4.50 Maximum life: +295.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of cold resistance (5 def, 8 armour)prismatic drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +27% cold / +20% light / +20% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour (4 def, 7 armour)spiked reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. tempestuous drakeskin leather armour of the deep (25 def, 14 armour)tempestuous drakeskin leather armour of the deep (25 def, 14 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+6 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Changes resistances: +28% lightning / +43% cold / +15% acid Allows you to breathe in: water A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 615.96 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 20 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of lightning resistance (9 def, 16 armour)prismatic voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +30% lightning / +19% light / +16% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour (9 def, 16 armour)radiant voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +30% blight / +25% darkness Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of radiance (12 def, 15 armour, 333 block)impervious voratun shield of radiance (12 def, 15 armour, 333 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 36% chance to blind Changes stats: +4 Mag / +14 Con Changes resistances: +20% light Talent granted: +5 Block Physical save: +14 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of radiance (12 def, 3 armour, 206 block)warded voratun shield of radiance (12 def, 3 armour, 206 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +6 Mag / +7 Con Changes resistances: +20% light Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
6 agate 6 agate0.00 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. |
619 alchemist agate 619 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 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. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire 12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 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. |
18 topaz 18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Zerytorab (dig speed 19 turns) Zerytorab (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 8 mind Changes stats: +9 Str Changes resistances: +9% mind / +6% temporal Changes resistances penetration: +10% mind / +10% temporal Changes damage: +12% mind When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Getumahad' (dig speed 16 turns) dwarven-steel pickaxe 'Getumahad' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +19% physical Mental save: +25 (+5 eff.) Life regen: +0.40 Equilibrium when hit: +0.16 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Torath' (dig speed 23 turns) dwarven-steel pickaxe 'Torath' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 arcane Changes stats: +5 Str Changes resistances penetration: +5% arcane Changes damage: +3% acid When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of deeplife (dig speed 17 turns)voratun pickaxe of deeplife (dig speed 17 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% darkness Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 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. |
13 turquoise 13 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerudheth the Shadowreaper Aerudheth the ShadowreaperInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 30% chance to gain 10% of a turn Changes stats: +3 Dex / +10 Cun / +1 Con Changes resistances: +2% physical Maximum life: +153.00 Light radius: -6 Infravision radius: +9 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 486 cold damage (based on your Magic), costing 16 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (147 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Voidprophet the dwarven lantern Voidprophet the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% light / +3% mind Changes damage: +19% darkness Damage affinity(heal): +5% darkness Mental save: +14 (+3 eff.) Blindness immunity: +49% Confusion immunity: +30% Light radius: +13 Infravision radius: +5 See stealth: +41 See invisible: +40 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +4 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. |
dwarven lantern 'Fulochik' dwarven lantern 'Fulochik'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +11 Cun / +7 Wil Changes damage: +6% arcane Critical mult.: +30.00% Spell save: +3 (+0 eff.) Mana each turn: +0.16 Maximum life: +80.00 Maximum vim: +10.00 Spell crit. chance: +2% Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Skyrupture' dwarven lantern 'Skyrupture'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +8 Mag Changes resistances: +15% blight / +15% darkness Changes resistances penetration: +10% mind Grants telepathy: Dragon Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +6% Light radius: +11 Infravision radius: +6 See invisible: +12 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 24 cooldown : Effective talent level: 2.0 Power cost: 24 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 9 turns, and deals 57 blight damage or heals 68 life. Creatures standing in the retch also have 10% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
61 alchemist bloodstone 61 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
17 bloodstone 17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 fire opal 18 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 160 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Isleriassra the Smoldershaper (23/23, 52-62.4 power, 6 apr)Isleriassra the Smoldershaper (23/23, 52-62.4 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +16 fire Burst (radius 1) on hit: +8 mind / +16 fire Burst (radius 2) on crit: +4 mind / +8 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Politta [power 159] (16 cooldown)Politta [power 159] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Dex Critical mult.: +5.00% Mental save: +34 (+7 eff.) Maximum stamina: +5.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 159 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Duvyrokhad [power 122] (12 cooldown) Duvyrokhad [power 122] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Talent granted: +4 Rushing Claws Spell save: +6 (+0 eff.) It can be used to heal a target within range 9 (based on Willpower) for 122, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Eilinita [power 79] (26 cooldown) Eilinita [power 79] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +5 Dex / +2 Mag Infravision radius: +2 It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 50%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
Salobrethra [power 28] (16 cooldown) Salobrethra [power 28] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Dex Changes damage: +6% mind Talent granted: +2 Rushing Claws Reduces incoming crit damage: 5.00% It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +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 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of healing [power 192] (16 cooldown) elven-wood totem of healing [power 192] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal a target within range 9 (based on Willpower) for 192, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 24 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 diamond 16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 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. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ori StormHammer the Dwarf Adventurer level 35
10th Iron 123rd year of Ascendancy at 14:15 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ori StormHammer the Dwarf Adventurer level 21
8th Wealth 122nd year of Ascendancy at 09:43 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ori StormHammer the Dwarf Adventurer level 35
9th Iron 123rd year of Ascendancy at 00:37 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ori StormHammer the Dwarf Adventurer level 38
26th Iron 123rd year of Ascendancy at 01:42 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Ori StormHammer the Dwarf Adventurer level 47
28th Gold 123rd year of Ascendancy at 18:55 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ori StormHammer the Dwarf Adventurer level 48
4th Stralite 123rd year of Ascendancy at 22:35 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ori StormHammer the Dwarf Adventurer level 38
18th Iron 123rd year of Ascendancy at 01:28 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ori StormHammer the Dwarf Adventurer level 36
14th Iron 123rd year of Ascendancy at 03:55 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ori StormHammer the Dwarf Adventurer level 20
35th Profit 122nd year of Ascendancy at 22:16 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Ori StormHammer the Dwarf Adventurer level 44
32nd Steel 123rd year of Ascendancy at 12:59 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ori StormHammer the Dwarf Adventurer level 37
15th Iron 123rd year of Ascendancy at 12:14 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ori StormHammer the Dwarf Adventurer level 35
8th Iron 123rd year of Ascendancy at 20:40 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Ori StormHammer the Dwarf Adventurer level 50
16th Voratun 123rd year of Ascendancy at 16:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ori StormHammer the Dwarf Adventurer level 21
14th Wealth 122nd year of Ascendancy at 21:07 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ori StormHammer the Dwarf Adventurer level 28
7th Dearth 122nd year of Ascendancy at 04:02 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ori StormHammer the Dwarf Adventurer level 20
7th Wealth 122nd year of Ascendancy at 10:32 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Ori StormHammer the Dwarf Adventurer level 50
11st Voratun 123rd year of Ascendancy at 16:20 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Ori StormHammer the Dwarf Adventurer level 31
10th Shortage 122nd year of Ascendancy at 15:33 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Ori StormHammer the Dwarf Adventurer level 34
7th Iron 123rd year of Ascendancy at 08:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ori StormHammer the Dwarf Adventurer level 21
8th Wealth 122nd year of Ascendancy at 08:55 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ori StormHammer the Dwarf Adventurer level 40
26th Iron 123rd year of Ascendancy at 02:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ori StormHammer the Dwarf Adventurer level 10
3rd Profit 122nd year of Ascendancy at 22:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ori StormHammer the Dwarf Adventurer level 20
33rd Profit 122nd year of Ascendancy at 00:09 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ori StormHammer the Dwarf Adventurer level 30
18th Dearth 122nd year of Ascendancy at 16:15 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ori StormHammer the Dwarf Adventurer level 40
26th Iron 123rd year of Ascendancy at 01:57 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ori StormHammer the Dwarf Adventurer level 50
19th Stralite 123rd year of Ascendancy at 21:06 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Ori StormHammer the Dwarf Adventurer level 46
9th Gold 123rd year of Ascendancy at 20:37 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Ori StormHammer the Dwarf Adventurer level 50
11st Voratun 123rd year of Ascendancy at 06:39 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ori StormHammer the Dwarf Adventurer level 45
33rd Steel 123rd year of Ascendancy at 12:01 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ori StormHammer the Dwarf Adventurer level 31
40th Dearth 122nd year of Ascendancy at 19:27 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ori StormHammer the Dwarf Adventurer level 28
28th Wealth 122nd year of Ascendancy at 05:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ori StormHammer the Dwarf Adventurer level 21
15th Wealth 122nd year of Ascendancy at 05:13 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ori StormHammer the Dwarf Adventurer level 37
15th Iron 123rd year of Ascendancy at 13:10 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ori StormHammer the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 01:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ori StormHammer the Dwarf Adventurer level 50
16th Voratun 123rd year of Ascendancy at 16:26 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ori StormHammer the Dwarf Adventurer level 39
26th Iron 123rd year of Ascendancy at 01:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ori StormHammer the Dwarf Adventurer level 8
1st Acquisition 122nd year of Ascendancy at 08:14 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Ori StormHammer the Dwarf Adventurer level 21
8th Wealth 122nd year of Ascendancy at 09:43 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Ori StormHammer the Dwarf Adventurer level 50
16th Voratun 123rd year of Ascendancy at 16:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ori StormHammer the Dwarf Adventurer level 15
11st Profit 122nd year of Ascendancy at 06:41 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ori StormHammer the Dwarf Adventurer level 18
23rd Profit 122nd year of Ascendancy at 14:19 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ori StormHammer the Dwarf Adventurer level 45
36th Steel 123rd year of Ascendancy at 05:29 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ori StormHammer the Dwarf Adventurer level 24
17th Wealth 122nd year of Ascendancy at 17:49 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ori StormHammer the Dwarf Adventurer level 15
10th Profit 122nd year of Ascendancy at 22:18 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ori StormHammer the Dwarf Adventurer level 34
8th Iron 123rd year of Ascendancy at 14:27 see stats
Log
Ori StormHammer starts to surge mana.
Talent Earth's Eyes is ready to use.
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer uses Earth's Eyes.
Ori StormHammer stops regenerating health quickly.
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer receives 1 healing (1 psi heal).
Talent Infusion: Regeneration is ready to use.
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer uses Infusion: Regeneration.
Ori StormHammer starts regenerating health quickly.
Ran for 14 turns (stop reason: interesting terrain).
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer receives 1 healing (1 psi heal).
Ori StormHammer deactivates Beyond the Flesh.
Ori StormHammer deactivates Lucid Dreamer.
Ori StormHammer stops surging mana.
Ori StormHammer deactivates Arcane Power.
Ori StormHammer deactivates Weapon Folding.
Ori StormHammer stops regenerating health quickly.
Ori StormHammer deactivates Arcane Feed.
Ori StormHammer deactivates Augmentation.
Ori StormHammer deactivates Elemental Harmony.
Ori StormHammer deactivates Arcane Combat.
Ori StormHammer deactivates Wild Growth.
