Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 49 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 49 on the 9th Allure 126th year of Ascendancy at 21:19 / 2Killed by Elandar at level 49 on the 9th Allure 126th year of Ascendancy at 21:35 |
Primary Stats
| Strength | 100 (base 58) |
| Dexterity | 108 (base 61) |
| Constitution | 75 (base 23) |
| Magic | 42 (base 14) |
| Willpower | 31 (base 13) |
| Cunning | 93 (base 57) |
Resources
| Life | -382/1682 |
| Mana | 553/553 |
| Stamina | 306/306 |
| Vim | 292/292 |
| Healing Factor | 1.3979591836733 |
| Regeneration | 8.1058491804546 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 147 |
| Accuracy | 99 |
| Crit Chance | 54% |
| APR | 32 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 95 (87.307692307692%) |
| Defense | 69 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 54 |
| Mental Save | 65 |
Defense: Resistances
| All | + 2%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
| beneficial effect | The target's combat attack is improved by 106. Attack |
| beneficial effect | The target is recovering 36 life each turn. Recovery |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Norgos Lair. Escort: lost sun paladin (level 1 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1263. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 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 | Yvurin (9 def, 12 armour) Yvurin (9 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +5 Lck / +4 Dex Changes resistances: +6% lightning Critical mult.: +15.00% Stealth bonus: +8 Poison immunity: +15% Confusion immunity: +10% A pair of boots made of leather. |
| On hands | drakeskin leather gloves 'Glintgash' (0 def, 23 armour) drakeskin leather gloves 'Glintgash' (0 def, 23 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Armour: +23 Armour Hardiness: +15% Effects on melee hit: * 23% chance to disease * 15% chance to blind Damage (Melee): 13 nature Damage when hit (Melee): 8 light Changes stats: +9 Dex / +7 Cun / +13 Con Changes resistances: +10% nature / +12% physical Changes damage: +11% nature / +15% light Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +50% Light radius: +3 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +8 fire Burst (radius 2) on crit: +14 nature / +8 light It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Crown of Yasth (6 def, 19 armour) Crown of Yasth (6 def, 19 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +19 Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 blight Changes stats: +10 Wil Changes resistances: +18% blight / +15% temporal / +24% lightning / +7% all Changes resistances penetration: +5% darkness / +15% blight Changes damage: +6% darkness / +6% blight Physical save: +14 (+3 eff.) Mental save: +10 (+2 eff.) Infravision radius: +4 A cap made of leather. |
| Tool | Cuthihor the Noonspawn (dig speed 24 turns) Cuthihor the Noonspawn (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +4.0% Armour: +6 Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Dex Changes resistances: +6% light Changes resistances penetration: +10% light Physical save: +20 (+5 eff.) Only die when reaching: -80.00 life Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Urthol's Sanctuary Urthol's SanctuaryInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +14% blight / +3% fire / +15% nature Changes resistances penetration: +5% fire Critical mult.: +3.00% Poison immunity: +28% Disease immunity: +30% Disarm immunity: +100% Pinning immunity: +100% Knockback immunity: +100% Life regen: +1.00 Maximum life: +115.00 Maximum stamina: +10.00 Mindpower: +15 (+5 eff.) Rings can have magical properties. |
| On fingers | Breezekill BreezekillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Changes stats: +5 Dex Changes resistances: +9% mind Changes damage: +12% nature Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Knockback immunity: +20% Only die when reaching: -40.00 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. |
| Around neck | voratun amulet 'Lightningwire' voratun amulet 'Lightningwire'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +9 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +6 Mag Changes resistances: +15% physical Changes damage: +8% acid / +9% light / +8% fire / +8% cold / +14% lightning Critical mult.: +6.00% Physical save: +24 (+6 eff.) Spell save: +23 (+7 eff.) Mental save: +23 (+6 eff.) Stamina each turn: +1.20 Maximum life: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
| Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 156.06 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Light source | alchemist's lamp 'Turadraldil' alchemist's lamp 'Turadraldil'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +4 Con Grants telepathy: Dragon Physical save: +12 (+3 eff.) Mental save: +20 (+5 eff.) Only die when reaching: -60.00 life Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | battlemaster's cashmere cloak of the guardian (10 def, 5 armour) battlemaster's cashmere cloak of the guardian (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent mastery: +0.30 Technique / Combat training Physical save: +15 (+4 eff.) Spell save: -2 (-1 eff.) Mental save: +12 (+3 eff.) Stamina each turn: +0.60 Mana each turn: -0.19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Rope of Mana Rope of ManaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes stats: +6 Mag Changes resistances: +6% blight / +15% light / +13% darkness Changes resistances penetration: +16% physical Changes damage: +25% physical / +15% temporal Critical mult.: +12.00% Pinning immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +20% Mana each turn: +0.60 Maximum mana: +60.00 A belt that goes around your waist. |
Inventory
Blood of Life 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..." |
invisibility rune of the duelist (power 18 for 4 turns) invisibility rune of the duelist (power 18 for 4 turns)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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 12; power 32; dur 3) phase door rune of the titan (range 12; power 32; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 462 for 4 turns) shielding rune (absorb 462 for 4 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 4 turns. 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 (absorb 462 for 6 turns) shielding rune (absorb 462 for 6 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 462 damage for 6 turns. 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 of the duelist (range 138) teleportation rune of the duelist (range 138)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 138 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 10; dur 16; see animal) vision rune of the sneak (radius 10; dur 16; see animal)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 26) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any animal around. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Falayon the steel amulet Falayon the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Cun Grants telepathy: Dragon Mental save: +9 (+2 eff.) Cut immunity: +50% Equilibrium when hit: +0.08 Mental crit. chance: +1% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 291 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Feathersteel Amulet 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. |
Godheth the Daywilter Godheth the DaywilterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +9 Str Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +30% light / +3% fire Light radius: +1 Amulets can have magical properties. |
Unflinching Eye 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 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 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. |
clarifying copper amulet of dexterity (+3) clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
clarifying voratun amulet of perfection (0.40 Technique / Combat veteran,0.40 Technique / Unarmed training) clarifying voratun amulet of perfection (0.40 Technique / Combat veteran,0.40 Technique / Unarmed training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% mind Talent masteries: +0.40 Technique / Combat veteran +0.40 Technique / Unarmed training Confusion immunity: +35% Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
enraging voratun amulet of vision enraging voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +6% physical Blindness immunity: +40% Infravision radius: +4 Sight radius: +2 See invisible: +11 Combat speed: +10% Amulets can have magical properties. |
gold amulet of constitution (+4) gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
gold amulet of murder gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Critical mult.: +13.00% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +1.70 Amulets can have magical properties. |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.10 Amulets can have magical properties. |
serendipitous gold amulet of murder serendipitous gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +5 (+1 eff.) Changes stats: +9 Lck Critical mult.: +11.00% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
serendipitous voratun amulet of cunning (+17) serendipitous voratun amulet of cunning (+17)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +14 (+3 eff.) Changes stats: +17 Lck / +6 Cun Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
serendipitous voratun amulet of murder serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +15 Defense: +18 (+4 eff.) Changes stats: +20 Lck Critical mult.: +14.00% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
starlit voratun amulet of murder starlit voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Changes resistances: +19% light / +17% darkness Critical mult.: +17.00% Blindness immunity: +42% Amulets can have magical properties. |
steel amulet 'Guvena' steel amulet 'Guvena'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil / +3 Cun / +5 Con Changes resistances: +6% acid / +8% physical / +6% darkness Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
vitalizing voratun amulet of vision vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +10 (+2 eff.) Blindness immunity: +30% Life regen: +1.90 Maximum life: +35.00 Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
wanderer's voratun amulet of perfection (0.27 Cunning / Dirty fighting,0.27 Technique / Conditioning) wanderer's voratun amulet of perfection (0.27 Cunning / Dirty fighting,0.27 Technique / Conditioning)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +8 Cun / +6 Con Talent masteries: +0.27 Cunning / Dirty fighting +0.27 Technique / Conditioning Life regen: +1.40 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of perfection (0.40 Corruption / Vile life,0.40 Cunning / Dirty fighting) wanderer's voratun amulet of perfection (0.40 Corruption / Vile life,0.40 Cunning / Dirty fighting)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +7 Cun / +9 Con Talent masteries: +0.40 Corruption / Vile life +0.40 Cunning / Dirty fighting Life regen: +0.80 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Arumina the stralite ring Arumina the stralite ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +42% lightning / +26% nature / +5% arcane Changes damage: +21% lightning / +13% nature Spell save: +3 (+1 eff.) Rings can have magical properties. |
Demonstoker DemonstokerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +24% acid / +15% mind Changes damage: +12% acid / +12% mind Rings can have magical properties. |
Galilaldil the steel ring Galilaldil the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +12% mind Changes damage: +6% mind Spell save: +9 (+3 eff.) Blindness immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +23% Life regen: +1.70 Rings can have magical properties. |
conjurer's gold ring of blinding strikes conjurer's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 32 light Changes stats: +6 Wil / +4 Mag Spellpower: +10 (+3 eff.) Rings can have magical properties. |
conjurer's voratun ring of pilfering conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Changes stats: +7 Wil / +7 Mag Spellpower: +14 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +7 Str / +5 Con Rings can have magical properties. |
gold ring of clarity gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
marksman's copper ring of frost (+22%) marksman's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
marksman's gold ring of the mountain (+13%) marksman's gold ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +13% physical Changes damage: +13% physical Rings can have magical properties. |
marksman's voratun ring of misery marksman's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +7 Cun / +2 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
painweaver's stralite ring of life painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Changes damage: +6% all Life regen: +1.70 Maximum life: +56.00 Spellpower: +13 (+4 eff.) Mindpower: +13 (+4 eff.) Healing mod.: +18% Rings can have magical properties. |
painweaver's voratun ring of blinding strikes painweaver's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 22% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 24% chance to blind Damage (Ranged): 31 light Changes damage: +8% all Spellpower: +5 (+2 eff.) Mindpower: +11 (+4 eff.) Rings can have magical properties. |
pixie's steel ring of blinding strikes pixie's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 16% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 21 light Changes stats: +3 Cun / +3 Mag Spellpower: +8 (+3 eff.) Rings can have magical properties. |
pixie's voratun ring of blinding strikes pixie's voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to blind Damage (Melee): 35 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 27 light Changes stats: +6 Cun / +2 Mag Spellpower: +10 (+3 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savage's stralite ring of life savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +18 (+6 eff.) Life regen: +0.80 Maximum life: +59.00 Maximum stamina: +19.00 Healing mod.: +26% Rings can have magical properties. |
savage's voratun ring of blinding strikes savage's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 14% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 17% chance to blind Damage (Ranged): 30 light Changes stats: +1 Con Spell save: +20 (+6 eff.) Maximum stamina: +25.00 Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. |
sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +5 Dex Rings can have magical properties. |
sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +2.00 Maximum life: +98.00 Healing mod.: +23% Rings can have magical properties. |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +1.30 Maximum life: +71.00 Healing mod.: +20% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +6 (+1 eff.) Confusion immunity: +36% Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +9 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
stralite ring of power stralite ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Spellpower: +11 (+4 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes resistances: +8% nature / +7% blight Poison immunity: +14% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring of blinding strikes voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 39 light Effects on ranged hit: * 34% chance to blind Damage (Ranged): 42 light Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.50 Maximum life: +82.00 Healing mod.: +19% Rings can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
warrior's gold ring of power warrior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +10 Changes stats: +5 Str Spellpower: +7 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of nature (+24%) warrior's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
wizard's steel ring of aether (+10%) wizard's steel ring of aether (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% arcane Changes damage: +10% arcane Spell save: +8 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun battleaxe (58-87 power, 4 apr)blazebringer's voratun battleaxe (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +23 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +4% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Thundersweeper the voratun greatmaul (65-97.5 power, 4 apr)Thundersweeper the voratun greatmaul (65-97.5 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) Damage (Melee): +4 blight Burst (radius 1) on hit: +12 lightning When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% lightning / +12% light / +9% blight Changes damage: +24% lightning Light radius: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace of crippling (45.5-63.7 power, 6 apr)warbringer's voratun mace of crippling (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +11% physical Disarm immunity: +35% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. living mindstar (18-19.8 power, 40 apr, mind damage)living mindstar (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. projecting living mindstar of venom (17.5-19.25 power, 40 apr, mind damage)projecting living mindstar of venom (17.5-19.25 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 natural venom should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. Base power: 17.5 - 19.2 Uses stats: 50% 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% When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +16% acid Changes resistances penetration: +13% acid Changes damage: +17% acid / +18% fire / +18% lightning / +21% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Life regen: +1.60 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of massacre (52-72.8 power, 6 apr)arcing voratun waraxe of massacre (52-72.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of purging (41-57.4 power, 6 apr)voratun waraxe of purging (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +15 nature One-handed war axes. |
Cracklebringer the hardened leather belt Cracklebringer the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% lightning Changes resistances penetration: +5% lightning / +25% mind Stealth bonus: +11 A belt that goes around your waist. |
Flashprophet the rough leather belt Flashprophet the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +9 Damage when hit (Melee): 8 physical Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Physical save: +6 (+1 eff.) Life regen: +1.40 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Getydor the Cracklenoon Getydor the CracklenoonCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 lightning Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +12% lightning Critical mult.: +7.00% Light radius: +3 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of lifedrakeskin leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Life regen: +3.60 Healing mod.: +22% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Galufang the cashmere cloak (8 def, 0 armour) Galufang the cashmere cloak (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +16% light / +16% fire / +12% mind / +9% cold Changes resistances penetration: +10% mind Stealth bonus: +9 Confusion immunity: +20% Teleport immunity: +10% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanurerin the elven-silk cloak (18 def, 9 armour) Xanurerin the elven-silk cloak (18 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +18 (+4 eff.) Changes resistances: +12% blight / +9% fire / +5% arcane Physical save: +14 (+3 eff.) Silence immunity: +25% Psi when hit: +0.12 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of the guardian (17 def, 7 armour) battlemaster's elven-silk cloak of the guardian (17 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +17 (+4 eff.) Changes stats: +4 Str / +6 Dex / +6 Con Talent mastery: +0.30 Technique / Combat training Physical save: +20 (+5 eff.) Spell save: -4 (-2 eff.) Mental save: +19 (+5 eff.) Stamina each turn: +1.00 Mana each turn: -0.53 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of the hunter (3 def, 0 armour) murderer's elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +5 Cun / +4 Dex Maximum life: +77.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malofast (0 def, 17 armour) Malofast (0 def, 17 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Changes stats: +10 Dex / +6 Mag / +1 Con / +9 Lck Changes damage: +8% acid / +5% blight Stealth bonus: +9 Physical save: +21 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disease immunity: +35% Spellpower: +7 (+2 eff.) A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour) wanderer's pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Con Physical save: +19 (+5 eff.) Mental save: +18 (+4 eff.) Movement speed: +20% A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour) 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 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 56.93 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. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Cun, 30% Dex, 60% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
restful hardened leather gloves of regeneration (0 def, 2 armour) restful hardened leather gloves of regeneration (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Life regen: +4.70 Stamina each turn: +1.30 Psi each turn: +0.19 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adoth the Dusktooth (0 def, 7 armour) Adoth the Dusktooth (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature / 20 darkness Changes damage: +18% darkness Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of the Elements (0 def, 5 armour) 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 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Isabeth the hardened leather cap (0 def, 3 armour) Isabeth the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +14 Str / +20 Dex / +4 Wil Changes resistances: +13% darkness Changes resistances penetration: +25% mind Psi when hit: +0.08 Infravision radius: +4 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This item has been sent to the Item's Vault. |
leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour) leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex Changes resistances: +9% nature Spell save: +8 (+2 eff.) Maximum life: +80.00 Healing mod.: +19% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk wizard hat of knowledge (3 def, 0 armour)psion's elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances: +20% mind Changes damage: +15% mind Physical save: +13 (+3 eff.) Mental save: +17 (+4 eff.) Maximum psi: +37.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of light (+27%) (3 def, 0 armour)stabilizing elven-silk wizard hat of light (+27%) (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Wil Changes resistances: +27% light Changes damage: +18% light Physical save: +12 (+3 eff.) A pointy cloth hat, very wizardly... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 32, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This object's appearance was changed to drakeskin leather armour. |
nimble drakeskin leather armour of the hero (15 def, 8 armour) nimble drakeskin leather armour of the hero (15 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+4 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +8% Changes stats: +7 Str / +9 Dex / +3 Mag / +6 Wil / +6 Cun Maximum life: +49.00 Movement speed: +20% A suit of armour made of leather. |
troll-hide drakeskin leather armour of cold resistance (5 def, 8 armour) troll-hide drakeskin leather armour of cold resistance (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +29% cold Life regen: +11.50 Maximum life: +44.00 Healing mod.: +19% A suit of armour made of leather. |
troll-hide reinforced leather armour of command (15 def, 14 armour) troll-hide reinforced leather armour of command (15 def, 14 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +15 (+4 eff.) Life regen: +3.90 Maximum life: +46.00 Healing mod.: +18% A suit of armour made of leather. |
volcanic drakeskin leather armour of fire resistance (5 def, 18 armour) volcanic drakeskin leather armour of fire resistance (5 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 8 fire Changes resistances: +28% physical / +46% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of delving (9 def, 16 armour)voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +8 Str Changes resistances: +18% darkness / +13% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
309 alchemist agate 309 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pusquick (dig speed 7 turns) Pusquick (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +2 Str / +1 Mag / +2 Cun Changes resistances: +7% darkness / +7% fire Changes resistances penetration: +10% nature Changes damage: +9% nature Maximum life: +28.00 Maximum stamina: +20.00 Light radius: +1 Infravision radius: +2 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) 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. |
Voidoracle (dig speed 15 turns) Voidoracle (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Str Changes resistances: +6% mind / +20% darkness Changes resistances penetration: +20% mind Changes damage: +12% darkness Critical mult.: +13.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed voratun pickaxe (dig speed 19 turns) bloodhexed voratun pickaxe (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Str / +7 Wil Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. soldier's voratun pickaxe (dig speed 12 turns)soldier's voratun pickaxe (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: 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. |
Strikehue StrikehueInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes resistances: +3% lightning / +3% mind / +3% all Changes damage: +9% mind / +15% lightning Spell save: +11 (+3 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (85 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial 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 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level. dreamer's dwarven lantern of the zealotdreamer's dwarven lantern of the zealot Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +15 (+5 eff.) Mental save: +9 (+2 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of health preserving dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight Life regen: +4.10 Maximum life: +41.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of focus survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +5 (+1 eff.) Light radius: +2 Healing mod.: +11% 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. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)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 489.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered steel torque of thermal psionic shield [power 87] (30 cooldown) overpowered steel torque of thermal psionic shield [power 87] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield [power 115] (20 cooldown) voratun torque of thermal psionic shield [power 115] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 115 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem 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 (+6 eff.) Mindpower: +8 (+3 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 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
ash totem of thorny skin 'Glarerain' [power 29] (20 cooldown) ash totem of thorny skin 'Glarerain' [power 29] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +10% blight Changes damage: +3% light Critical mult.: +15.00% Maximum mana: +40.00 Spellpower: +2 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin [power 77] (20 cooldown) dragonbone totem of thorny skin [power 77] (20 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 77 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Shinestrike' [power 90] (20 cooldown) dragonbone totem of thorny skin 'Shinestrike' [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid / 21 light Changes resistances: +27% acid Changes damage: +9% light / +15% acid Light radius: +3 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 20 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
void dragonbone wand of clairvoyance [power 15] (6 cooldown) void dragonbone wand of clairvoyance [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +3 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 15, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone 17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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. |
5 amber 5 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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By Rejaizq the Skeleton Brawler level 26
21st Pyre 123rd year of Ascendancy at 15:10 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rejaizq the Skeleton Brawler level 18
12nd Regrowth 123rd year of Ascendancy at 02:36 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Rejaizq the Skeleton Brawler level 25
18th Pyre 123rd year of Ascendancy at 04:45 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Rejaizq the Skeleton Brawler level 34
73rd Regrowth 125th year of Ascendancy at 15:43 see stats
Ay ay captain! (Roguelike)
Turn into a pirate!By Rejaizq the Skeleton Brawler level 23
9th Pyre 123rd year of Ascendancy at 10:46 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Rejaizq the Skeleton Brawler level 39
39th Dusk 125th year of Ascendancy at 00:14 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Rejaizq the Skeleton Brawler level 33
69th Regrowth 125th year of Ascendancy at 22:47 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Rejaizq the Skeleton Brawler level 18
19th Regrowth 123rd year of Ascendancy at 21:01 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rejaizq the Skeleton Brawler level 10
6th Dusk 122nd year of Ascendancy at 19:26 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Rejaizq the Skeleton Brawler level 39
45th Dusk 125th year of Ascendancy at 23:16 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Rejaizq the Skeleton Brawler level 28
48th Pyre 123rd year of Ascendancy at 03:52 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Rejaizq the Skeleton Brawler level 33
65th Regrowth 125th year of Ascendancy at 12:44 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rejaizq the Skeleton Brawler level 15
33rd Haze 122nd year of Ascendancy at 16:26 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rejaizq the Skeleton Brawler level 21
68th Regrowth 123rd year of Ascendancy at 02:07 see stats
Fast Curse Dispel (Roguelike)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Rejaizq the Skeleton Brawler level 10
6th Dusk 122nd year of Ascendancy at 19:26 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Rejaizq the Skeleton Brawler level 30
67th Pyre 123rd year of Ascendancy at 04:08 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Rejaizq the Skeleton Brawler level 46
6th Decay 125th year of Ascendancy at 10:33 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Rejaizq the Skeleton Brawler level 34
1st Time of Balance 125th year of Ascendancy at 17:56 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Rejaizq the Skeleton Brawler level 26
43rd Pyre 123rd year of Ascendancy at 22:50 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rejaizq the Skeleton Brawler level 18
12nd Regrowth 123rd year of Ascendancy at 01:49 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By Rejaizq the Skeleton Brawler level 41
7th Haze 125th year of Ascendancy at 18:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rejaizq the Skeleton Brawler level 10
3rd Flare 122nd year of Ascendancy at 10:01 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rejaizq the Skeleton Brawler level 20
45th Regrowth 123rd year of Ascendancy at 10:52 see stats
Level 30 (Roguelike)
Got a character to level 30.By Rejaizq the Skeleton Brawler level 30
61st Pyre 123rd year of Ascendancy at 05:27 see stats
Level 40 (Roguelike)
Got a character to level 40.By Rejaizq the Skeleton Brawler level 40
47th Dusk 125th year of Ascendancy at 13:06 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Rejaizq the Skeleton Brawler level 45
61st Haze 125th year of Ascendancy at 23:37 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rejaizq the Skeleton Brawler level 45
70th Haze 125th year of Ascendancy at 13:20 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rejaizq the Skeleton Brawler level 13
66th Dusk 122nd year of Ascendancy at 15:41 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Rejaizq the Skeleton Brawler level 39
45th Dusk 125th year of Ascendancy at 05:08 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Rejaizq the Skeleton Brawler level 21
67th Regrowth 123rd year of Ascendancy at 21:24 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Rejaizq the Skeleton Brawler level 33
65th Regrowth 125th year of Ascendancy at 03:58 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Rejaizq the Skeleton Brawler level 18
12nd Regrowth 123rd year of Ascendancy at 02:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rejaizq the Skeleton Brawler level 10
34th Dusk 122nd year of Ascendancy at 17:46 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Rejaizq the Skeleton Brawler level 18
12nd Regrowth 123rd year of Ascendancy at 02:36 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rejaizq the Skeleton Brawler level 19
32nd Regrowth 123rd year of Ascendancy at 03:08 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Rejaizq the Skeleton Brawler level 42
39th Haze 125th year of Ascendancy at 14:46 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rejaizq the Skeleton Brawler level 11
42nd Dusk 122nd year of Ascendancy at 07:40 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Rejaizq the Skeleton Brawler level 36
58th Pyre 125th year of Ascendancy at 16:13 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Rejaizq the Skeleton Brawler level 19
31st Regrowth 123rd year of Ascendancy at 08:26 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Rejaizq the Skeleton Brawler level 24
11st Pyre 123rd year of Ascendancy at 20:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rejaizq the Skeleton Brawler level 17
2nd Allure 123rd year of Ascendancy at 00:19 see stats
Unstoppable (Roguelike)
Returned from the dead.By Rejaizq the Skeleton Brawler level 49
9th Allure 126th year of Ascendancy at 21:19 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Rejaizq the Skeleton Brawler level 24
14th Pyre 123rd year of Ascendancy at 23:21 see stats
Log
Elandar hits Multi-hued drake for 482 arcane damage.
Rejaizq stops burning.
Rejaizq receives 50 healing.
You pickup 0.50 gold pieces.
Elandar casts Freeze.
Elandar's spell attains critical power!
Rejaizq shrugs off the critical damage!
Rejaizq is encased in ice!
Elandar hits Rejaizq for 534 cold damage.
Elandar casts Flame.
Elandar's spell attains critical power!
Elandar hits Rejaizq for (128 to ice), 193 fire (193 total damage).
Elandar casts Lightning.
Elandar hits Rejaizq for (126 to ice), 189 lightning (190 total damage).
Rejaizq hits Iceblock for 117 physical, 12 fire, 21 light, 18 nature, 42 fire, 23 light, 10 blight, 76 fire (314 total damage).
Elandar casts Strike.
Elandar's spell attains critical power!
Rejaizq speeds up.
Rejaizq speeds up.
Rejaizq slows down.
Rejaizq performs a melee critical strike against Rejaizq!
Rejaizq forces the iceblock to shatter.
Rejaizq uses Perfect Strike.
Rejaizq is free from the ice.
Rejaizq hits Iceblock for 121 physical, 12 fire, 21 light, 18 nature, 42 fire, 23 light, 10 blight, 76 fire, 248 physical, 12 fire, 21 light, 18 nature, 23 light, 10 blight, 76 fire (722 total damage).
Elandar casts Manathrust.
Saving game...
