











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 50 / 1359% |
| Size | medium |
| Lifes / Deaths | Killed by Aryreba the slaver at level 24 on the 20th Regrowth 123rd year of Ascendancy at 14:15 1 / 6Killed by Adigath the cold drake at level 25 on the 31st Regrowth 123rd year of Ascendancy at 08:14 Killed by Borius, Avatar of Bearness at level 29 on the 42nd Pyre 123rd year of Ascendancy at 22:31 Killed by Borius, Avatar of Bearness at level 29 on the 43rd Pyre 123rd year of Ascendancy at 00:17 Killed by Yvenor the orc high cryomancer at level 50 on the 16th Dusk 124th year of Ascendancy at 01:52 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 57th Dusk 124th year of Ascendancy at 14:18 |
Primary Stats
| Strength | 110 (base 65) |
| Dexterity | 22 (base 14) |
| Constitution | 45 (base 14) |
| Magic | 57 (base 31) |
| Willpower | 100 (base 60) |
| Cunning | 76 (base 60) |
Resources
| Mana | 433/948 |
| Equilibrium | 0 |
| Life | 687/687 |
| Steam | 100/100 |
| Psi | 603/603 |
| Healing Factor | 1.3941860465116 |
| Regeneration | 2.8580813953488 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120.9693877551% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 5 |
| See Stealth | 40.174866052011 |
| See Invisible | 40.174866052011 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 51 |
| Crit Chance | 54% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 51 |
| Crit Chance | 54% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 91 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +17% |
| Darkness | +17% |
| Light | +44% |
| Physical | +11% |
| Blight | +8% |
| Arcane | +12% |
| Mind | +9% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +10% |
| Arcane | +11% |
| Mind | +25% |
| Lightning | +35% |
Defense: Base
| Armour (hardiness) | 119 (100%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 10 |
| Physical Save | 63.45 |
| Spell Save | 61.14 |
| Mental Save | 75 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 25%( 70%) |
| Physical | + 45%( 70%) |
| Darkness | + 52%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 46%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 92% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 542 damage for 4 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 145 with a minimum range of 15. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 54%. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Nightmare | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Chant of Fortress |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gloruba the armoured skeleton warrior. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the worried loremaster from death by Glorukira the skeleton magus. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
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 your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1438. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ereleruilar the pair of dwarven-steel boots (9 def, 10 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Armour: +10 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Changes stats: +4 Mag / +3 Wil Changes resistances: +3% physical Changes damage: +9% physical Talent granted: +5 Rocket Boots Only die when reaching: -60.00 life It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Scattermind (20/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 40% Wil, 60% Dex, 60% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 144, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 424.71 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Malufast (6 def, 19 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +5 Str / +1 Dex / +5 Wil / +10 Cun / +7 Con Changes resistances: +5% all Physical save: +22 (+4 eff.) Spell save: +30 (+6 eff.) Mental save: +28 (+7 eff.) Silence immunity: +0% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Islenor the hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +2 Damage (Melee): 11 mind Changes stats: +2 Con Changes resistances: +8% mind / +6% light Changes damage: +7% mind Talent granted: +5 Iron Grip Reduces incoming crit damage: 19.00% Blindness immunity: +25% Disease immunity: +25% Disarm immunity: +100% Only die when reaching: -100.00 life Maximum life: +20.00 Healing mod.: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Saluvea the Strikeking [power 1] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +25% lightning / +25% mind Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Maximum hate: +4.00 Mental crit. chance: +5% It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | WillowvortexInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +27% lightning / +3% nature / +5% arcane Changes damage: +6% blight Spell save: +9 (+2 eff.) Mental save: +27 (+7 eff.) Confusion immunity: +42% Stun/Freeze immunity: +46% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +2 (+1 eff.) Mindpower: +27 (+5 eff.) Amulets can have magical properties. |
| In main hand | parasitic living mindstar of life (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 91 damage When wielded/worn: Critical mult.: +15.00% Life regen: +1.80 Hate when firing a critical mind attack: +5.00 Maximum life: +50.00 Maximum hate: +12.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +21% Life leech: +19% 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. |
| Around waist | balancing drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -20% Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun Maximum encumbrance: +50 Spell crit. chance: +6% Mental crit. chance: +15% A belt that goes around your waist. |
| In off hand | parasitic living mindstar of clarity (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 91 damage When wielded/worn: Critical mult.: +15.00% Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +6.00 Maximum hate: +25.00 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +24% Life leech: +25% 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. |
| Cloak | Dairugen the Nimbussmash (11 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 12 lightning Changes resistances: +54% lightning / +3% physical Changes resistances penetration: +11% arcane / +10% lightning Changes damage: +10% arcane Critical mult.: +21.00% Stun/Freeze immunity: +50% Only die when reaching: -80.00 life Maximum mana: +64.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yaraneg the Squalorspawn (9 def, 56 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+6 eff.) Armour: +56 Defense: +9 (+5 eff.) Fatigue: +27% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness / 50 physical Changes stats: +20 Str / +10 Mag / +10 Wil Changes resistances: +20% lightning / +15% physical / +20% darkness Changes resistances penetration: +10% light Changes damage: +15% nature / +27% light Spellpower: +25 (+9 eff.) Spell crit. chance: +9% Mindpower: +17 (+3 eff.) Mental crit. chance: +10% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 179% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (550.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 561.00 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 (56 acid damage; disarm 5 turns with power 20)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 unleash a wave of acid in a cone of radius 6, doing 56.10 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (233 acid damage; disarm 5 turns with power 68)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 unleash a wave of acid in a cone of radius 6, doing 232.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 68 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
biting gale rune (72 cold damage; freeze 3 turns with power 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 72.42 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (156 cold damage; freeze 3 turns with power 50)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 156.47 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 50 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
controlled phase door rune (range 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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 psychic (391 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: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 390.66 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 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 (338 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 112.54 to 337.62 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) 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 sneak (361 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: 5 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 120.29 to 360.88 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 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. |
phase door rune (range 14; power 40; dur 7)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. 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 690 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 690 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 24)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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. |
BoredilCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +15% temporal Changes resistances penetration: +25% blight Changes damage: +12% blight Talent mastery: +0.22 Psionic / Distortion Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Demonpain the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% acid / +9% fire / +6% darkness Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Physical save: +15 (+2 eff.) Knockback immunity: +15% Only die when reaching: -80.00 life Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fulileg the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +12% temporal / +6% mind Spell save: +18 (+4 eff.) Pinning immunity: +21% Knockback immunity: +22% Teleport immunity: +10% Only die when reaching: -60.00 life Amulets can have magical properties. |
Runokalthoneg the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +32% blight Changes damage: +30% blight / +15% mind Physical save: +18 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +27 (+7 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
Scabsteel the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+13 eff.) Armour: +14 Defense: +31 (+14 eff.) Changes stats: +20 Lck / +1 Dex Changes resistances: +30% fire / +6% nature / +30% cold Changes resistances cap: +6% all Changes resistances penetration: +10% nature Changes damage: +6% physical Physical save: +27 (+5 eff.) Only die when reaching: -40.00 life Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 1.6 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
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... |
Xerann the voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 16 blight Changes stats: +4 Wil / +8 Con Reduces incoming crit damage: 19.00% Teleport immunity: +50% Mana when firing critical spell: +3.00 See invisible: +9 Damage Shield penetration: +40% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% It can be used to teleport you randomly (rad 60), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
archmage's stralite amulet of perfection (0.28 Cunning / Survival,0.28 Psionic / Discharge)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% acid / +7% fire / +8% cold / +7% lightning Talent masteries: +0.28 Cunning / Survival +0.28 Psionic / Discharge Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
copper amulet 'Charhue'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +21% acid / +12% fire Changes resistances penetration: +20% acid Teleport immunity: +50% It can be used to teleport you randomly (rad 34), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
gold amulet 'Emayara'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+8 eff.) Physical crit. chance: +5.0% Armour: +4 Fatigue: -8% Changes stats: +3 Str / +8 Dex / +2 Mag / +8 Cun / +8 Con Changes damage: +12% physical Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Life regen: +1.10 Stamina each turn: +0.90 Mental crit. chance: +3% Movement speed: +10% Amulets can have magical properties. |
protective stralite amulet of constitution (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+6 eff.) Changes stats: +9 Con Changes resistances cap: +5% all Physical save: +18 (+3 eff.) Amulets can have magical properties. |
starseer's stralite amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% light / +8% temporal / +7% darkness / +8% physical Teleport immunity: +50% Spellpower: +6 (+2 eff.) Spell crit. chance: +5% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
steel amulet 'Thunder's kiss'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +9% lightning / +8% physical Changes resistances penetration: +20% lightning Stamina each turn: +0.30 Maximum psi: +50.00 Mental crit. chance: +5% Amulets can have magical properties. |
stralite amulet 'Keduthad'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Dex Changes resistances: +9% lightning / +13% physical / +24% nature Changes damage: +6% physical Critical mult.: +12.00% Stamina each turn: +1.60 Healing mod.: +30% Amulets can have magical properties. |
stralite amulet of perfection (0.34 Psionic / Psychic Assault,0.34 Psionic / Discharge)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Psionic / Discharge +0.34 Psionic / Psychic Assault Amulets can have magical properties. |
voratun amulet 'Sulfurobeisance'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage (Melee): 15 light / 12 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 13% chance to blind Changes resistances: +9% nature / +12% acid Changes damage: +10% physical / +13% light / +15% darkness Pinning immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +15% Teleport immunity: +50% Combat speed: +10% It can be used to teleport you randomly (rad 62), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
BeletaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 arcane Changes stats: +7 Cun / +6 Mag Changes resistances: +18% blight / +18% mind Changes resistances penetration: +10% arcane / +15% mind Changes damage: +9% blight Spellpower: +13 (+5 eff.) Rings can have magical properties. |
ErelymnirInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% darkness / +30% fire Changes damage: +15% fire Spell save: +30 (+6 eff.) Poison immunity: +25% Cut immunity: +15% Pinning immunity: +15% Only die when reaching: -100.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Glimmerraider the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +9% light / +9% mind Mental save: +7 (+2 eff.) Confusion immunity: +21% Maximum psi: +40.00 Mindpower: +2 (+0 eff.) Light radius: +3 Rings can have magical properties. |
Islita the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +30% darkness Changes damage: +15% darkness Critical mult.: +18.00% Reduces incoming crit damage: 15.00% Physical save: +20 (+4 eff.) Life regen: +0.20 Only die when reaching: -40.00 life Maximum stamina: +10.00 Rings can have magical properties. |
IslyssraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +4 Cun Changes resistances: +26% nature Changes damage: +3% mind / +13% nature / +6% all Critical mult.: +10.00% Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +1% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Kuruidur the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str / +3 Wil Changes resistances penetration: +15% blight Mana each turn: +0.08 Spellpower: +18 (+6 eff.) Damage Shield penetration: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Nereda the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+9 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +15% blight / +3% temporal / +14% nature Changes damage: +18% temporal / +8% all Poison immunity: +27% Disease immunity: +28% Psi when hit: +0.08 Maximum psi: +10.00 Spellpower: +19 (+7 eff.) Mindpower: +22 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Poryyara the steel ring =mana regen=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% blight / +15% arcane Mental save: +8 (+2 eff.) Confusion immunity: +30% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +12 (+4 eff.) Rings can have magical properties. |
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 (+2 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. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shockfear the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% mind Changes resistances penetration: +15% lightning Physical save: +13 (+2 eff.) Spell save: +18 (+4 eff.) Mental save: +41 (+9 eff.) Poison immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Singecut the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +6 Str / +2 Dex / +2 Mag / +2 Cun Changes resistances: +32% darkness Changes damage: +16% darkness Reduces incoming crit damage: 15.00% Light radius: +3 Rings can have magical properties. |
StarraiderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +3 Cun / +7 Wil Changes damage: +12% darkness Critical mult.: +15.00% Mental save: +12 (+3 eff.) Life regen: +1.40 Maximum life: +90.00 Healing mod.: +20% Rings can have magical properties. |
ThunderstunCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +9% lightning Changes resistances penetration: +25% mind Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Equilibrium when hit: +0.12 Maximum life: +36.00 Maximum psi: +30.00 Mindpower: +18 (+3 eff.) Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 164.78 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Changes stats: +10 Wil / +10 Cun / +4 Con Changes resistances penetration: +10% physical Life regen: +0.80 Maximum life: +52.00 Mindpower: +14 (+3 eff.) Healing mod.: +24% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Honarinik'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +6 Dex / +3 Mag Changes resistances: +6% cold Spell save: +18 (+4 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +10% Confusion immunity: +25% Rings can have magical properties. |
pixie's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Mental save: +12 (+3 eff.) Confusion immunity: +50% Spellpower: +12 (+4 eff.) Rings can have magical properties. |
psionicist's gold ring of the mountain (+16%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +16% physical Changes damage: +16% physical Mental save: +8 (+2 eff.) Rings can have magical properties. |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+8 eff.) Changes stats: +9 Cun / +10 Dex Rings can have magical properties. |
solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +9 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
solipsist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +16 Cun / +7 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
steel ring 'Lustrespitter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +15% cold / +15% light / +5% arcane Disease immunity: +20% Disarm immunity: +32% Pinning immunity: +57% Knockback immunity: +52% Maximum life: +29.00 Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.70 Maximum life: +82.00 Healing mod.: +26% Rings can have magical properties. |
voratun ring 'Yarikor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 31 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 46 light Changes stats: +13 Str / +20 Con Changes resistances penetration: +15% arcane Physical save: +6 (+1 eff.) Spell save: +70 (+14 eff.) Only die when reaching: -60.00 life Maximum stamina: +40.00 Rings can have magical properties. |
warrior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Blindness immunity: +44% Infravision radius: +6 See stealth: +20 See invisible: +21 Rings can have magical properties. |
warrior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+8 eff.) Armour: +14 Defense: +13 (+7 eff.) Changes stats: +7 Str Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 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 23% for 5 turns. Rings can have magical properties. |
Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 184.83 fire damage, and flames will be left dealing a further 43.09 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Blade of Distorted Time (150% power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 69.26 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Damage (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This psionic mindstar has an epiphany about dreams. Power: 111% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +5 Wil Changes resistances: +10% nature / +9% darkness Changes resistances penetration: +15% acid / +10% nature / +15% mind / +15% darkness Changes damage: +6% acid / +6% temporal / +19% darkness / +10% nature / +48% mind Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +0.00% Physical save: +10 (+2 eff.) Equilibrium when hit: +2.50 Psi when firing a critical mind attack: +0.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Max wilder summons: +0 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. |
Ebonyobeisance the thorny mindstar (93% power, 27 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 93% Range: 1.1x Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 16 physical Changes resistances: +7% mind Changes resistances penetration: +6% mind / +20% darkness Changes damage: +7% mind Physical save: +9 (+2 eff.) Psi when hit: +1.60 Only die when reaching: -80.00 life Maximum life: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Damage Resonance (when hit): +12% 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. |
Isireriassra (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. This parasitic mindstar will draw strength from other psionic mindstars. Power: 85% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +4 acid When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +15% arcane Changes damage: +6% acid / +9% arcane Critical mult.: +0.00% Life regen: +0.80 Hate when firing a critical mind attack: +2.00 Maximum life: +10.00 Maximum hate: +6.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +5% Life leech chance: +9% Life leech: +9% 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. |
Mindpower (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural mindstar summons a caller. Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +4 Cun / +12 Wil Changes resistances: +3% light / +10% physical Changes resistances penetration: +8% physical Changes damage: +6% acid / +9% physical / +6% temporal Physical save: +10 (+2 eff.) Psi when firing a critical mind attack: +0.00 Mindpower: +34 (+7 eff.) Mental crit. chance: +11% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Max wilder summons: +0 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. |
Ulfeldil (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +3% physical Mental save: +12 (+3 eff.) Blindness immunity: +10% Disarm immunity: +15% Pinning immunity: +15% Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
complete garbage (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 18% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 20 fire / 10 mind / 10 darkness Changes stats: +2 Str / +2 Mag Changes resistances: +6% lightning / +20% fire Changes resistances penetration: +5% lightning / +20% fire Changes damage: +18% fire / +9% mind / +10% darkness Mental save: +10 (+3 eff.) Life regen: +1.40 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
critmult (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning / +8 blight Burst (radius 1) on hit: +20 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 fire Changes stats: +17 Cun / +4 Wil Changes resistances: +10% physical / +20% fire Changes resistances penetration: +8% physical / +20% fire Changes damage: +6% lightning / +9% physical / +20% fire Critical mult.: +41.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +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. |
damage2 (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural mindstar summons a caller. Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 arcane When wielded/worn: Fatigue: -8% Damage when hit (Melee): 9 mind / 10 darkness Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +15% mind / +15% darkness / +5% arcane Changes damage: +35% mind / +35% darkness Critical mult.: +0.00% Mindpower: +21 (+4 eff.) Mental crit. chance: +10% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +60 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. |
parasitic living mindstar of the jelly (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 117% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +8% acid Equilibrium when hit: +2.40 Hate when firing a critical mind attack: +5.00 Maximum hate: +23.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +17% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of sand (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +14% physical Changes resistances penetration: +15% physical Changes damage: +16% physical Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
purifying living mindstar of frost (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This purifying mindstar will cleanse other mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Effects when hit in melee: * 20 arcane resource burn Damage when hit (Melee): 15 ice Changes resistances: +10% arcane / +16% cold Changes resistances penetration: +8% arcane / +20% cold Changes damage: +8% arcane / +20% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Voidreek' (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 87% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +8 darkness / +12 blight When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +15% darkness Critical mult.: +0.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +0.00 Maximum hate: +13.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life leech chance: +11% Life leech: +13% 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. |
Rod of Sarrilon (136% 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. Power: 137% Range: 1.2x Uses stats: 150% Mag, 40% Wil 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 (+13 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. |
Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +3 Cun Maximum encumbrance: +0 Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Steampower: +5 (+2 eff.) It can be used to generate a personal shield that absorbs up to 232 damage and damages attackers striking the wearer for 30 fire damage while it lasts (based on Cunning), costing 15 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Glarespawner the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Fatigue: +0% Effects on melee hit: * 30% chance to blind Changes stats: +5 Cun / +5 Dex Changes resistances penetration: +25% mind Changes damage: +6% light / +6% mind Maximum encumbrance: +0 Mental crit. chance: +8% Light radius: +3 A belt that goes around your waist. |
LelinikCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +6 Fatigue: +0% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% acid / +5% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +0 Physical save: +20 (+4 eff.) Blindness immunity: +15% Cut immunity: +20% Mental crit. chance: +11% A belt that goes around your waist. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Fatigue: +0% Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Maximum encumbrance: +0 Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Zubutha the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% blight Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +1% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Duathelgrind'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +12% nature / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% nature Reduced damage from: +27% Summoned A belt that goes around your waist. |
hardened leather belt 'Eilinilaith'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 12 blight Changes stats: +5 Mag Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +11 Spellpower: +8 (+3 eff.) Mindpower: +6 (+1 eff.) Damage Shield penetration: +50% A belt that goes around your waist. |
hardened leather belt 'Glintwell'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: +0% Effects on melee hit: * 36% chance to blind Damage when hit (Melee): 12 light Changes stats: +1 Wil Changes resistances: +9% light Grants telepathy: All Maximum encumbrance: +0 Spell save: +11 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +7% Size category: +1 A belt that goes around your waist. |
skylord's drakeskin leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Dex / +6 Wil / +4 Cun Physical save: +16 (+3 eff.) Spell save: +28 (+6 eff.) Mental save: +19 (+5 eff.) Size category: +1 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: +0% Changes stats: +4 Mag Changes resistances: +9% blight Maximum encumbrance: +0 Mana each turn: +0.34 Maximum mana: +34.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arubar the Shinewell (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +3 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 26 light / 12 mind Changes resistances: +20% mind / +9% light Changes resistances penetration: +33% mind / +15% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 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 6 power out of 25/25) : Effective talent level: 3.9 Power cost: 6 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 113 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 15% 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. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 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 250.92 cold damage and condensing the air into freezing vapors that deal 83.64 cold damage (based on Magic) each turn for 10 turns, costing 18 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. |
Malyhad the cashmere cloak (9 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+5 eff.) Damage when hit (Melee): 20 arcane / 8 temporal Changes resistances: +15% light / +5% arcane / +13% blight / +17% cold / +15% nature / +13% fire Changes resistances penetration: +10% temporal Stealth bonus: +11 Life regen: +1.40 Healing mod.: +18% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% nature / +14% blight Physical save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Life regen: +2.10 Only die when reaching: -50.00 life Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+5 eff.) Fatigue: +0% Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (74 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (126 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 58% (based on Cunning), costing 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Emiremira the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +4 Mag / +4 Wil Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.16 Maximum hate: +8.00 Maximum psi: +50.00 Mental crit. chance: +7% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flareoozer the pair of voratun boots (10 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +4% Changes resistances: +2% physical / +12% fire Changes damage: +6% fire Physical save: +12 (+2 eff.) Stamina each turn: +0.60 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+4 eff.) It can be used to activate talent Spit Blight (costing 6 power out of 50/50) : Effective talent level: 3.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 253.92 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
pair of dwarven-steel boots 'Arthadunakath' (10 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +5 Cun / +6 Con Changes resistances penetration: +10% physical Critical mult.: +3.00% Physical save: +27 (+5 eff.) Mental save: +29 (+7 eff.) Healing mod.: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Velodatta' (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +7 (+4 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: +3% Changes stats: +2 Wil / +4 Cun / +5 Con Changes resistances penetration: +25% physical Stamina each turn: +0.40 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
Bagorn the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -6% Damage (Melee): 11 nature Changes stats: +2 Str / +2 Dex / +1 Cun Changes resistances: +8% nature / +6% blight Changes damage: +8% nature Grants telepathy: All Metal gloves protecting the hands up to the middle of the lower arm. |
Betiwen the Corruptiongash (9 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+11 eff.) Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +5 Dex Pinning immunity: +15% Only die when reaching: -60.00 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Metal gloves protecting the hands up to the middle of the lower arm. |
Emeluvea the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Damage (Melee): 10 blight Changes resistances: +6% blight Changes damage: +4% blight / +6% arcane Critical mult.: +13.00% Spell save: +9 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +0% Maximum life: +52.00 Maximum mana: +40.00 Spell crit. chance: +13% Mental crit. chance: +9% Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 52.70 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 80.07 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 197.39 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+3 eff.) Disarm immunity: +0% Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 213.92 arcane damage and stunned), costing 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Aeryregorochak (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Mag / +6 Con Changes resistances: +5% physical Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+11 eff.) Armour penetration: +15 Defense: +10 (+5 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +0 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mental save: +0 (+0 eff.) Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Glimmerbreeze the cashmere wizard hat (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 20 mind Changes stats: +4 Con Changes resistances: +20% physical Changes resistances penetration: +20% light Changes damage: +15% mind / +22% physical A pointy cloth hat, very wizardly... |
Jetblast the voratun helm (0 def, 18 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +18 Fatigue: +5% Damage when hit (Melee): 24 darkness Changes stats: +4 Con Changes resistances: +11% fire / +9% darkness / +15% cold Changes damage: +9% mind Mindpower: +8 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindleblood the hardened leather hat (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +4 Str / +2 Cun / +4 Con Changes resistances: +9% light Changes resistances penetration: +15% mind Grants telepathy: Dragon Mindpower: +16 (+3 eff.) A hat made of leather. Very stylish. |
Salyrin the Glitterking (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 light / 16 lightning Changes resistances: +15% acid / +15% cold / +15% fire / +20% mind / +36% lightning Changes damage: +21% mind Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Mental save: +0 (+0 eff.) Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 36% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 28%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
hardened leather cap 'Lisemina' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 mind Changes stats: +10 Str / +6 Wil Changes resistances: +9% acid / +11% physical Physical save: +11 (+2 eff.) Mental save: +30 (+7 eff.) Only die when reaching: -60.00 life Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. |
Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 0 physical Talent granted: +1 Medical Urgency Vest Physical save: +15 (+2 eff.) This light leather armour features a special medical injector. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
297 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Infernowake the voratun pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Fatigue: -9% Damage when hit (Melee): 12 arcane Changes stats: +7 Str / +6 Dex / +2 Cun Changes resistances: +7% darkness / +10% fire Changes resistances penetration: +10% arcane / +25% physical Changes damage: +12% fire Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Voravea (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +2 Str / +4 Mag / +3 Wil Changes resistances: +8% darkness / +8% fire Changes resistances penetration: +28% arcane Spell save: +9 (+2 eff.) Mana each turn: +0.12 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed dwarven-steel pickaxe (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +8 Str / +5 Wil Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Lisada' (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +4 (+1 eff.) Armour: +9 Defense: +8 (+4 eff.) Changes stats: +3 Str Changes resistances: +15% nature / +10% fire / +10% darkness / +12% physical Changes damage: +10% nature Spell save: +38 (+8 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
1000 Strings of Compressed Time 1000 Strings of Compressed TimePowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 5 When carried: Light radius: +8 It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1. This looks like a time fragment of the timestream, all compressed in a time ball of power! |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Betayada the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Str Changes damage: +18% physical Critical mult.: +6.00% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
BrightseverPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +12% cold / +9% fire / +11% darkness / +3% physical Changes damage: +11% light / +9% fire Damage affinity(heal): +5% light Reduces incoming crit damage: 18.00% Mental save: +15 (+4 eff.) Teleport immunity: +35% Light radius: +6 Damage Shield penetration: +40% It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 54.86 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
CyraldariveaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes stats: +2 Str Changes resistances: +6% fire Mental save: +6 (+2 eff.) Life regen: +0.40 Light radius: +2 See stealth: +6 See invisible: +6 Healing mod.: +10% 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. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 25.28 cold damage and 27.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
KilnclamorInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight / +12% fire Changes resistances penetration: +20% mind Critical mult.: +15.00% Life regen: +4.40 Hate when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +4 (+1 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 258 cold damage (based on your Magic), costing 12 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 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 (150 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Kuzor'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +9% acid Changes resistances penetration: +15% mind Mental save: +12 (+3 eff.) Teleport immunity: +10% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +38% Confusion immunity: +21% Light radius: +8 See stealth: +13 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+7 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 347/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 500.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 41] amazing fiery salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 195% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 195% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 586] amazing healing salve [power 586]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 195% efficiency and 63% cooldown modifier. It can be used to heal 586, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 513] amazing pain suppressor salve [power 513]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 195% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -513 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 195% efficiency and 63% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
amazing fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Ulosus the dwarven-steel torque of psychoportation [power 42] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +20% blight / +5% arcane Maximum wards: +3 physical / +3 mind / +3 darkness Changes resistances penetration: +10% blight / +10% arcane Changes damage: +6% blight / +6% arcane Talent granted: +1 Ward It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Urthinik [power 5] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% mind Talent granted: +5 Telekinetic Blast Physical save: +36 (+7 eff.) Spell save: +30 (+6 eff.) Mental save: +6 (+2 eff.) Silence immunity: +10% Pinning immunity: +20% Knockback immunity: +20% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Brandwilder' [power 93] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% light Changes damage: +9% mind / +21% fire Grants telepathy: All Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of thermal psionic shield 'Manydig' [power 89] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Changes resistances: +2% physical Maximum wards: +3 physical / +3 mind / +3 darkness Talent granted: +1 Ward Physical save: +30 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +40.00 Healing mod.: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 89 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Tempestpassion' [power 123] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +19 Changes resistances: +18% lightning / +9% mind / +12% acid Disarm immunity: +30% Pinning immunity: +20% Stun/Freeze immunity: +25% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 123 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Aranor the Dawnspire [power 232] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +4 Wil / +2 Cun / +4 Con Changes damage: +9% mind Infravision radius: +3 It can be used to heal a target within range 10 (based on Willpower) for 232, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Polibeth the yew totem of healing [power 162] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +16 Damage when hit (Melee): 20 physical Changes damage: +9% physical Critical mult.: +9.00% It can be used to heal a target within range 10 (based on Willpower) for 162, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
forceful dragonbone totem of thorny skin [power 90] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Mayytta' [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% acid / +6% temporal / +6% light / +27% fire / +6% nature / +6% cold Changes resistances penetration: +28% acid Changes damage: +9% acid It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Emuth' [power 50] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes stats: +6 Str / +4 Mag / +10 Wil / +5 Cun See invisible: +9 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Berythad [power 12] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +6 Str Mental save: +30 (+7 eff.) Mental crit. chance: +6% Light radius: +3 See invisible: +12 It can be used to reveal the area around you, dispelling darkness (radius 12, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Flashbraid' [power 295] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid / 8 lightning Changes resistances: +12% acid Maximum wards: +6 lightning / +9 temporal / +7 blight / +6 fire / +6 cold Changes resistances penetration: +20% acid Changes damage: +9% acid Talent granted: +2 Ward It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By eshortgated man the Ghoul Solipsist level 38
63rd Dusk 123rd year of Ascendancy at 11:59 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By eshortgated man the Ghoul Solipsist level 36
56th Dusk 123rd year of Ascendancy at 18:07 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By eshortgated man the Ghoul Solipsist level 38
61st Dusk 123rd year of Ascendancy at 20:59 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By eshortgated man the Ghoul Solipsist level 45
7th Regrowth 124th year of Ascendancy at 01:41 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By eshortgated man the Ghoul Solipsist level 42
10th Allure 124th year of Ascendancy at 21:12 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By eshortgated man the Ghoul Solipsist level 23
10th Allure 123rd year of Ascendancy at 06:26 see stats
Can you bear it? So much bearness! (Madness (Adventure) difficulty)
Killed Borius in the Bearscape.By eshortgated man the Ghoul Solipsist level 29
43rd Pyre 123rd year of Ascendancy at 10:00 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By eshortgated man the Ghoul Solipsist level 9
27th Dusk 122nd year of Ascendancy at 07:27 see stats
Destroyer of the creation (Madness (Adventure) difficulty)
Killed Slasul.By eshortgated man the Ghoul Solipsist level 50
7th Dusk 124th year of Ascendancy at 23:37 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By eshortgated man the Ghoul Solipsist level 40
42nd Haze 123rd year of Ascendancy at 18:16 see stats
Don't Poosh it! (Madness (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By eshortgated man the Ghoul Solipsist level 41
51st Haze 123rd year of Ascendancy at 14:43 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By eshortgated man the Ghoul Solipsist level 32
9th Mirth 123rd year of Ascendancy at 09:40 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By eshortgated man the Ghoul Solipsist level 26
32nd Regrowth 123rd year of Ascendancy at 19:56 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By eshortgated man the Ghoul Solipsist level 22
1st Wintertide 123rd year of Ascendancy at 03:14 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By eshortgated man the Ghoul Solipsist level 30
64th Pyre 123rd year of Ascendancy at 08:23 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By eshortgated man the Ghoul Solipsist level 38
28th Haze 123rd year of Ascendancy at 21:20 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By eshortgated man the Ghoul Solipsist level 50
31st Pyre 124th year of Ascendancy at 00:12 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By eshortgated man the Ghoul Solipsist level 32
2nd Summertide 123rd year of Ascendancy at 02:17 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By eshortgated man the Ghoul Solipsist level 10
36th Dusk 122nd year of Ascendancy at 02:18 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By eshortgated man the Ghoul Solipsist level 20
23rd Haze 122nd year of Ascendancy at 19:53 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By eshortgated man the Ghoul Solipsist level 30
56th Pyre 123rd year of Ascendancy at 07:23 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By eshortgated man the Ghoul Solipsist level 40
38th Haze 123rd year of Ascendancy at 16:42 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By eshortgated man the Ghoul Solipsist level 50
9th Pyre 124th year of Ascendancy at 06:22 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By eshortgated man the Ghoul Solipsist level 20
26th Haze 122nd year of Ascendancy at 05:16 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By eshortgated man the Ghoul Solipsist level 50
52nd Pyre 124th year of Ascendancy at 07:26 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By eshortgated man the Ghoul Solipsist level 30
63rd Pyre 123rd year of Ascendancy at 11:37 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By eshortgated man the Ghoul Solipsist level 41
4th Allure 124th year of Ascendancy at 23:34 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By eshortgated man the Ghoul Solipsist level 24
20th Regrowth 123rd year of Ascendancy at 06:05 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By eshortgated man the Ghoul Solipsist level 8
20th Dusk 122nd year of Ascendancy at 11:52 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By eshortgated man the Ghoul Solipsist level 36
56th Dusk 123rd year of Ascendancy at 18:07 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By eshortgated man the Ghoul Solipsist level 14
60th Dusk 122nd year of Ascendancy at 01:20 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By eshortgated man the Ghoul Solipsist level 47
50th Regrowth 124th year of Ascendancy at 05:00 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By eshortgated man the Ghoul Solipsist level 22
8th Allure 123rd year of Ascendancy at 13:09 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By eshortgated man the Ghoul Solipsist level 17
11st Haze 122nd year of Ascendancy at 13:07 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By eshortgated man the Ghoul Solipsist level 37
60th Dusk 123rd year of Ascendancy at 02:46 see stats
Log
Connection to online server lost, trying to reconnect.
Connection to online server established.
Eshortgated man deactivates Lucid Dreamer.
Eshortgated man deactivates Chant of Fortress.


































































































































































































