












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Archmage |
| Level / Exp | 50 / 1153% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 54 (base 14) |
| Dexterity | 65 (base 40) |
| Constitution | 63 (base 10) |
| Magic | 116 (base 60) |
| Willpower | 98 (base 57) |
| Cunning | 141 (base 60) |
Resources
| Mana | 349/349 |
| Vim | 446/446 |
| Life | 1258/1258 |
| Paradox | 300 |
| Steam | 97/100 |
| Healing Factor | 1.344619213451 |
| Regeneration | 3.0253932302648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40.85179503776% |
| Spell | +15% |
| Global | +110.07221286943% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 33.690376337352 |
| See Invisible | 59.170542576557 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 56 |
| Crit Chance | 52% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 56 |
| Crit Chance | 52% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 95 |
| Crit Chance | 90% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +8% |
| Arcane | +34% |
| Cold | +25% |
| All | +2% |
| Lightning | +193% |
| Light | +22% |
| Physical | +29% |
| Mind | +23% |
Offense: Damage Penetration
| Lightning | +125% |
| Light | +20% |
| Nature | +15% |
| Arcane | +13% |
| Mind | +45% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 58.018285467393 (62.946778433524%) |
| Defense | 95 |
| Ranged Defense | 101 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 57 |
| Mental Save | 63 |
Defense: Resistances
| Nature | + 45%( 70%) |
| Lightning | + 70%( 70%) |
| Acid | + 32%( 70%) |
| Cold | + 64%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 62%( 70%) |
| Fire | + 47%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 868 damage for 7 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 261 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1780% for 10 turns (979 total) and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 202% efficiency and cooldown mod of 61%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Spellcraft |
| talent | Phantasmal Shield |
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Essence of Speed |
| talent | Thunderstorm |
| talent | Aether Permeation |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Premonition |
| talent | Shielding |
| talent | Defensive Posture |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Ghoulia Fairchild. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 410. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. 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. | active |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 273 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | alchemist's lamp 'Prismire' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +5 Wil Changes resistances: +6% lightning / +6% cold Changes resistances penetration: +15% light Changes damage: +21% lightning / +9% mind / +20% light Light radius: +9 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Brass Goggles (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +30 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +15 (+4 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
| On hands | Blastrace the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 lightning Damage when hit (Melee): 4 lightning Changes resistances: +8% lightning Changes resistances penetration: +25% lightning / +20% mind Changes damage: +35% lightning / +12% mind Talent granted: +5 Iron Grip Disarm immunity: +100% When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +10 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | voratun Windborne Azurite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +6 Mag / +14 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +10 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
| On fingers | Galesage the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 4 blight Changes stats: +9 Str / +13 Mag / +7 Wil / +6 Cun Changes resistances: +6% blight Changes damage: +12% lightning / +6% blight Spellpower: +22 (+5 eff.) Rings make your fingers look great! |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
| In main hand | Hanadedor the Starmarrow (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 49% Changes stats: +1 Str / +7 Mag / +10 Cun / +10 Con Changes damage: +6% acid / +9% physical / +30% lightning Talent granted: +1 Command Staff Critical mult.: +69.00% Mana each turn: +5.00 N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +19% Light radius: +3 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Yvossra Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Fatigue: -20% Critical mult.: +26.00% Maximum encumbrance: +50 Mental save: +9 (+2 eff.) Equilibrium when hit: +0.28 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +50.00 Spellpower: +30 (+6 eff.) A belt that goes around your waist. |
| In off hand | Sparkmight the voratun steamsaw (42-63 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 42.0 - 63.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +88 On weapon hit: * Create an explosion dealing 144 lightning damage (1/turn) * flashes light on your target dealing 112 damage Damage (Melee): +12 lightning Damage (radius 2) on crit: +16 nature Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Defense: +21 (+4 eff.) Fatigue: +12% Changes stats: +14 Wil / +15 Con Changes resistances: +12% lightning Changes resistances penetration: +45% lightning / +10% nature Changes damage: +20% lightning Talent granted: +3 Block Critical mult.: +15.00% Disarm immunity: +50% Maximum life: +110.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | wyrmwaxed cashmere cloak of conjuring (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +7% acid / +32% cold / +7% fire / +25% nature / +6% lightning Changes resistances penetration: +8% arcane Changes damage: +7% arcane Critical mult.: +21.00% Maximum mana: +46.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Halarion the elven-silk robe (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +18 Str / +10 Dex / +17 Mag / +17 Wil / +10 Cun / +10 Con Changes resistances: +40% lightning / +13% cold / +15% all Changes resistances penetration: +20% mind Changes damage: +41% lightning / +18% physical / +23% cold Spell save: +26 (+7 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 111% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 73%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 87% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 53%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 177% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 150% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 248% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 248% efficiency and cooldown mod of 89%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 159; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 158.76 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 254; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 254.45 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 266; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 266.33 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 216; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 216.25 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 244; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 243.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 29; cd 15)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: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 2025% over 10 turns; mana 101; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2025% for 10 turns (1114 total) and instantly restoring 101 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 978% over 10 turns; mana 49; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 978% for 10 turns (538 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1205% over 10 turns; mana 60; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1205% for 10 turns (663 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1757% over 10 turns; mana 88; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1757% for 10 turns (966 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 41; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 245; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 245 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 306; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 306 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 125; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 257; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 257 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 384; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 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 spell talent. |
shielding rune of the warrior (absorb 413; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 893; dur 7; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 893 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 547; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 547 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1371; dur 8; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1371 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 43; blocks 6; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 6 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 38; blocks 10; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 10 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 29; blocks 6; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 6 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 72; blocks 6; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 72 up to 6 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BlazequakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Dex / +7 Con Changes damage: +9% lightning / +9% fire Critical mult.: +15.00% Mindpower: +15 (+4 eff.) Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
Chamorokhad the BlazeblurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +4 Dex / +7 Wil Changes resistances: +6% light / +4% physical Changes resistances penetration: +10% arcane Changes damage: +15% arcane Physical save: +15 (+5 eff.) Maximum stamina: +20.00 Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
DelygoduchakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +7 Wil / +4 Mag Changes resistances: +22% mind Changes resistances penetration: +10% blight Changes damage: +12% mind Critical mult.: +20.00% Confusion immunity: +31% Spellpower on spell critical (stacks up to 3 times): +8 Amulets make your neck look great! |
EarysayonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Fatigue: -4% Changes stats: +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% mind Critical mult.: +12.00% Mental save: +3 (+1 eff.) Life regen: +2.00 Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 279.20 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glimmerwrecker the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Damage when hit (Melee): 10 blight Changes resistances cap: +6% all Changes resistances penetration: +20% blight Changes damage: +12% light Physical save: +23 (+8 eff.) Maximum vim: +40.00 Spellpower: +30 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Isyna the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes resistances: +10% fire / +11% cold Changes resistances penetration: +5% physical Changes damage: +6% physical Only die when reaching: -40.00 life Amulets make your neck look great! |
RainpietyCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +10 (+2 eff.) Fatigue: -5% Changes stats: +4 Str / +3 Dex / +4 Cun / +4 Con Changes resistances: +6% cold Spell save: +12 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
ShockrockInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +9 Dex Changes damage: +21% lightning / +21% physical Blindness immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Healing mod.: +10% Amulets make your neck look great! |
Skytrial the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +3% blight Changes damage: +9% lightning Talent mastery: +0.13 Spell / Conveyance Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Blindness immunity: +10% Amulets make your neck look great! |
SunknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes resistances penetration: +25% light Changes damage: +6% light Mental save: +18 (+5 eff.) Cut immunity: +60% Psi when hit: +0.28 Maximum hate: +6.00 Light radius: +3 Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Turukalthodosus the BlazewreathInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% blight / +3% fire / +3% darkness / +12% physical Changes damage: +3% temporal Physical save: +19 (+6 eff.) Spell save: +19 (+5 eff.) Mental save: +35 (+9 eff.) Confusion immunity: +22% Stun/Freeze immunity: +20% Stamina each turn: +1.00 Mindpower: +11 (+3 eff.) Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Velyrimina the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +8 Cun Changes damage: +6% arcane Talent mastery: +0.28 Spell / Fire Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
VoidstriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% nature / +5% arcane / +10% mind Blindness immunity: +20% Confusion immunity: +20% Amulets make your neck look great! |
Zadunagorn the SuntrailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Dex Changes resistances: +9% cold / +5% arcane / +9% nature Changes resistances penetration: +25% fire Spell save: +18 (+5 eff.) Only die when reaching: -81.58 life Amulets make your neck look great! |
archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +19 Changes stats: +6 Mag Changes damage: +5% acid / +7% fire / +7% cold / +7% lightning Critical mult.: +18.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
cleansing copper amulet of willpower (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% nature / +12% blight Poison immunity: +20% Disease immunity: +21% Amulets make your neck look great! |
copper amulet 'Glimmermaim'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag / +3 Con Changes resistances: +9% lightning / +12% cold / +3% nature Reduces incoming crit damage: 15.00% Physical save: +7 (+2 eff.) Life regen: +3.00 Maximum life: +35.00 Light radius: +2 Infravision radius: +2 See invisible: +6 Amulets make your neck look great! |
gold amulet 'Glorawe'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +10 Wil / +5 Cun / +5 Con Changes resistances: +5% arcane Changes damage: +24% temporal Mental save: +7 (+2 eff.) Confusion immunity: +12% Life regen: +3.00 Stamina each turn: +0.40 Mindpower: +10 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
insulating steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% fire / +14% cold Amulets make your neck look great! |
restful steel amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Str Life regen: +1.00 Amulets make your neck look great! |
serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+5 eff.) Defense: +13 (+2 eff.) Changes stats: +12 Lck Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
starseer's gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 31% * 8% chance to blind Changes stats: +4 Mag Changes damage: +14% light / +4% temporal / +13% darkness / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
steel amulet 'Dairanik'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +7 Str / +6 Dex / +6 Wil Changes resistances penetration: +10% arcane Changes damage: +9% blight / +6% mind Critical mult.: +20.00% Mana each turn: +0.20 Spell crit. chance: +3% Amulets make your neck look great! |
steel amulet 'Flashbliss'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 lightning / 6 physical Changes stats: +2 Str / +4 Dex / +5 Mag Changes resistances: +6% darkness Changes damage: +3% lightning Critical mult.: +20.00% Amulets make your neck look great! |
steel amulet 'Shadequeller'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 6 mind Changes stats: +2 Wil Changes resistances: +15% fire / +12% cold Changes resistances penetration: +20% mind Changes damage: +9% mind / +15% darkness Mental save: +9 (+2 eff.) Confusion immunity: +16% Life regen: +2.00 Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
stralite amulet 'Tundrasear'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 49% Damage when hit (Melee): 6 fire Changes stats: +9 Str Changes resistances: +21% cold Changes resistances penetration: +15% light Changes damage: +32% acid / +9% cold Light radius: +3 Amulets make your neck look great! |
vitalizing stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +9 (+3 eff.) Life regen: +7.00 Maximum life: +57.00 Amulets make your neck look great! |
vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes stats: +4 Con Critical mult.: +14.00% Physical save: +10 (+3 eff.) Life regen: +5.00 Maximum life: +55.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Belyra the MorbusrockCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +4 Cun Changes resistances: +3% temporal / +9% nature / +9% darkness Changes resistances penetration: +20% mind Critical mult.: +10.00% Rings make your fingers look great! |
BlazeviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +8 (+1 eff.) Changes stats: +7 Str / +4 Dex / +2 Mag Changes resistances: +15% temporal Changes damage: +12% light Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) See invisible: +9 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Chargepyre the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +6% lightning / +2% physical / +12% light / +6% cold / +12% mind / +12% fire Disarm immunity: +20% Maximum life: +60.00 Healing mod.: +10% Rings make your fingers look great! |
Charraze the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes damage: +9% arcane / +21% fire Maximum encumbrance: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Coalbrawn the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +6 Str / +11 Mag / +7 Con Critical mult.: +10.00% Mana each turn: +0.08 Maximum mana: +40.00 Mindpower: +30 (+8 eff.) Rings make your fingers look great! |
Cyrigadath =worn=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Wil / +5 Cun / +2 Con Changes resistances: +24% lightning / +6% cold / +3% light / +5% arcane Changes damage: +12% lightning Physical save: +4 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Erelugorn the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +30% nature / +9% temporal Changes damage: +15% nature Poison immunity: +20% Silence immunity: +20% Teleport immunity: +20% Healing mod.: +5% Rings make your fingers look great! |
Flareenvy the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Wil Changes resistances penetration: +5% mind / +5% fire Critical mult.: +5.00% Mental save: +9 (+2 eff.) Rings make your fingers look great! |
Galedegohell the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +44% fire / +9% light / +12% nature Changes damage: +15% acid / +16% fire Stun/Freeze immunity: +20% Only die when reaching: -81.58 life Maximum life: +80.00 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mardygablek the SmolderusherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +9% light Changes resistances penetration: +25% fire Changes damage: +15% mind Mental save: +9 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +4.00 Maximum hate: +8.00 Mental crit. chance: +4% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ravenward the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce damage dealt by 31% Damage when hit (Melee): 12 cold Changes resistances: +18% cold / +58% darkness / +17% temporal Changes damage: +12% cold / +15% temporal / +26% darkness / +9% fire Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
StokeumbraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Str / +3 Wil / +5 Con Changes resistances penetration: +15% fire Changes damage: +15% mind Critical mult.: +15.00% Mental save: +9 (+2 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Equilibrium when hit: +0.24 Mental crit. chance: +8% Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.77 cold and 25.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velonn the PhoenixpythonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Mag / +3 Cun Changes resistances: +27% fire / +6% temporal Changes resistances penetration: +10% temporal Silence immunity: +30% Mana each turn: +0.22 Infravision radius: +1 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubukira the HailbrightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances penetration: +25% blight / +20% cold Changes damage: +15% light Disarm immunity: +35% Pinning immunity: +38% Knockback immunity: +35% Maximum life: +33.00 Rings make your fingers look great! |
conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Stun/Freeze immunity: +28% Life regen: +4.00 Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Blindness immunity: +22% Spellpower: +10 (+2 eff.) Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +14 (+2 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
conjurer's voratun ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Life regen: +14.00 Maximum life: +78.00 Spellpower: +10 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
copper citrine ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 11% chance to reduce all saves and defense by 38 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 38 Damage (Ranged): 6 physical Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances penetration: +15% lightning Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +22% Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Maximum life: +21.00 Maximum hate: +6.00 Spellpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
copper ring 'Frostkin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% acid Changes resistances penetration: +15% cold Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Pinning immunity: +10% Only die when reaching: -40.00 life Rings make your fingers look great! |
copper ring 'Sparksun'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 67% Changes stats: +3 Cun Changes resistances: +3% lightning / +3% nature Changes damage: +12% lightning / +15% fire Rings make your fingers look great! |
gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +8 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +6 Str / +8 Con Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +4 Con Rings make your fingers look great! |
gold ring 'Nimbuswrither'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 lightning Changes resistances: +15% fire Changes resistances penetration: +25% blight / +15% lightning Changes damage: +9% lightning / +9% fire Maximum encumbrance: +32 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Rings make your fingers look great! |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +28% Infravision radius: +4 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +32.00 Rings make your fingers look great! |
marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +7 (+2 eff.) Confusion immunity: +29% Rings make your fingers look great! |
marksman's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Life regen: +7.00 Maximum life: +49.00 Healing mod.: +12% Rings make your fingers look great! |
mule's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Life regen: +7.00 Maximum life: +48.00 Healing mod.: +11% Rings make your fingers look great! |
rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +14 (+2 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +17 (+5 eff.) Stun/Freeze immunity: +41% Life regen: +7.00 Maximum stamina: +31.00 Rings make your fingers look great! |
sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Rings make your fingers look great! |
sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +13 Defense: +14 (+2 eff.) Changes stats: +7 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +8 Cun / +9 Dex Changes resistances: +23% acid / +29% fire / +27% lightning / +12% cold Rings make your fingers look great! |
solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Life regen: +10.00 Maximum life: +61.00 Mindpower: +8 (+2 eff.) Healing mod.: +13% Rings make your fingers look great! |
solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Wil Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
steel ring 'Emelivena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +7 Dex / +12 Mag / +5 Cun Reduces incoming crit damage: 15.00% See invisible: +6 Rings make your fingers look great! |
steel ring 'Poleba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 10 blight Physical save: +12 (+4 eff.) Mana each turn: +0.08 Spellpower: +7 (+2 eff.) Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Tideterror'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +11 Mag / +3 Cun / +3 Con Changes resistances: +30% cold Changes resistances penetration: +15% mind Spell save: +10 (+3 eff.) Infravision radius: +3 Rings make your fingers look great! |
stralite ring 'Brightripper'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Damage when hit (Melee): 6 fire Changes stats: +8 Cun / +5 Dex Changes resistances: +19% acid / +12% temporal / +19% fire / +22% cold / +22% lightning Changes resistances penetration: +5% fire Changes damage: +6% temporal Disarm immunity: +44% Pinning immunity: +26% Knockback immunity: +36% Maximum life: +42.00 Rings make your fingers look great! |
stralite ring 'Lelohad'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +2 Con Changes resistances: +12% blight / +9% mind / +15% lightning Silence immunity: +20% Stun/Freeze immunity: +40% Life regen: +8.00 Light radius: +2 Healing mod.: +10% Rings make your fingers look great! |
stralite ring 'Prismvenom'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Changes stats: +4 Str Changes resistances penetration: +25% light Blindness immunity: +44% Maximum hate: +10.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +5% Infravision radius: +6 See stealth: +21 See invisible: +17 Rings make your fingers look great! |
stralite ring 'Smolderbreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% lightning / +12% fire / +9% mind Changes resistances penetration: +20% fire / +25% mind / +15% cold Changes damage: +14% lightning / +24% mind Maximum psi: +50.99 Mental crit. chance: +3% Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
titan's stralite ring of fire (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +30% fire Changes damage: +15% fire Physical save: +8 (+3 eff.) Rings make your fingers look great! |
titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+7 eff.) Life regen: +14.00 Maximum life: +76.00 Healing mod.: +17% Rings make your fingers look great! |
treant's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% nature / +9% blight Poison immunity: +16% Disease immunity: +14% Rings make your fingers look great! |
treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +12 Defense: +11 (+2 eff.) Changes resistances: +14% nature / +12% blight Poison immunity: +19% Disease immunity: +23% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings make your fingers look great! |
wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
Life Drinker (42-55 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 21.88 acid and 21.88 blight damage. If not cleared after five turns it will inflict 124.24 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
stralite dagger 'Blindknave' (28-37 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 darkness / +4 temporal Damage (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +12 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +2 Str / +5 Con Changes resistances penetration: +15% temporal / +13% physical Changes damage: +6% temporal Critical mult.: +26.00% Disarm immunity: +26% Infravision radius: +3 Sharp, short and deadly. |
dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
AdotaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+5 eff.) Changes stats: +5 Str Changes resistances: +15% light / +6% temporal Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
Beimnir the FlarelacePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Defense: +32 (+6 eff.) Changes resistances: +27% fire Physical save: +19 (+6 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +21% Cut immunity: +21% Silence immunity: +21% Life regen: +4.21 Spellpower: +12 (+3 eff.) A belt that goes around your waist. |
DemonsliceInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +6 Cun / +5 Wil Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +15% darkness Changes damage: +15% acid / +9% darkness Damage against: +25% Summoned Reduced damage from: +18% Summoned Critical mult.: +7.00% A belt that goes around your waist. |
Gunintir the CracklevortexCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +5% arcane Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +9% arcane / +30% acid Trap disarming bonus: +20 Stealth bonus: +11 Infravision radius: +5 A belt that goes around your waist. |
ZanalinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +3 Dex / +6 Wil / +4 Cun / +3 Con Changes damage: +9% physical Mental save: +11 (+3 eff.) Psi when hit: +0.12 Spellpower: +7 (+2 eff.) Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Glintgash'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +10 Mag Changes resistances: +9% acid / +2% physical / +12% temporal / +8% cold / +8% fire / +5% arcane / +9% lightning Changes resistances penetration: +5% light Changes damage: +3% light Spell save: +13 (+4 eff.) Mental save: +9 (+2 eff.) Mana each turn: +0.50 Maximum mana: +57.00 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Xerayann'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Effects on melee hit: * 23% chance to reduce armor by 49% Changes stats: +13 Str / +7 Dex / +8 Mag / +12 Wil / +7 Cun / +6 Con Changes damage: +9% acid Physical save: +35 (+12 eff.) Spell save: +20 (+6 eff.) Mental save: +35 (+9 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +106.00 Spell crit. chance: +2% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Yvyganne'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% physical / +8% cold / +9% fire / +6% mind / +5% arcane Spell save: +18 (+5 eff.) Knockback immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 A belt that goes around your waist. |
noble's hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage against: +20% Summoned Reduced damage from: +23% Summoned A belt that goes around your waist. |
noble's rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage against: +17% Summoned Reduced damage from: +19% Summoned Mental save: +6 (+2 eff.) Maximum life: +46.00 A belt that goes around your waist. |
Betykira (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Dex / +3 Cun / +7 Con Changes resistances: +23% darkness / +20% cold Changes resistances penetration: +14% darkness Changes damage: +11% darkness Stealth bonus: +16 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardrebel (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 49% Damage when hit (Melee): 8 acid Changes stats: +2 Cun / +2 Dex Changes resistances: +15% cold Changes resistances penetration: +10% cold Changes damage: +12% lightning / +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyruwen the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+7 eff.) Armour penetration: +11 Defense: +2 (+0 eff.) Fatigue: -8% Changes stats: +6 Str Changes resistances penetration: +20% physical Critical mult.: +20.00% Maximum life: +73.00 Maximum stamina: +28.00 Maximum hate: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neribremira (33 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical crit. chance: +3.0% Defense: +33 (+6 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +9% acid / +9% fire / +9% lightning / +9% cold Changes resistances penetration: +5% physical Only die when reaching: -40.00 life Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
elven-silk cloak 'Moldquake' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to slow global speed by 67% * 21% chance to reduce all saves and defense by 38 Changes stats: +17 Str / +7 Wil / +7 Cun / +4 Con Changes resistances penetration: +10% cold Changes damage: +9% nature / +12% cold Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crystalline Silk robe (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane / +13% all Physical save: +25 (+8 eff.) Spell save: +35 (+9 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A cloth vestment. It offers no intrinsic protection but can be enchanted. Transformed with the power of the Spellblaze. |
Eareroddavon (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Mag Changes resistances: +15% mind / +15% all Changes resistances penetration: +10% arcane Changes damage: +9% mind / +20% all Maximum mana: +101.98 Spellpower: +51 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getachik the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Changes resistances: +2% physical / +9% all Changes damage: +15% arcane Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum mana: +22.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mucustrial (5 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +35 (+9 eff.) Armour: +5 Defense: +5 (+1 eff.) Effects on melee hit: * 23% chance to slow global speed by 67% Changes stats: +3 Mag Changes resistances: +3% physical / +13% all Critical mult.: +23.07% Physical save: +45 (+15 eff.) Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tulundur the Rainbreak (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str / +10 Mag / +15 Wil / +3 Cun / +4 Con Changes resistances: +9% temporal / +15% all Changes damage: +9% cold Reduces incoming crit damage: 15.80% Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Uriyabers the Flameoozer (25 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +25 (+5 eff.) Changes stats: +6 Con Changes resistances: +39% nature / +13% all Changes resistances penetration: +10% physical Changes damage: +12% fire / +26% nature / +12% physical Critical mult.: +10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Ebonylash' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 49% Damage when hit (Melee): 10 acid Changes stats: +5 Mag / +5 Wil Changes resistances: +9% darkness / +22% mind / +15% all Changes damage: +17% temporal / +22% mind / +6% arcane Spell save: +28 (+8 eff.) Maximum mana: +68.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Fogmonster' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 31% Changes stats: +6 Mag / +3 Wil Changes resistances: +15% cold / +15% all Changes resistances penetration: +29% blight / +20% temporal / +29% darkness Changes damage: +30% temporal / +12% darkness / +33% blight / +18% cold / +25% arcane Maximum mana: +110.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Scorchtyphoon' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Str / +4 Wil / +8 Cun / +1 Con Changes resistances: +9% fire / +45% mind / +13% all Changes damage: +18% darkness / +45% mind / +9% light Spellpower: +9 (+2 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Spell save: +16 (+5 eff.) Mana each turn: +0.27 Maximum mana: +78.00 Spellpower: +28 (+6 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +10% blight / +9% cold / +9% lightning / +13% all Changes damage: +10% lightning / +17% physical / +18% cold Life regen: +4.90 Maximum life: +62.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of lightning (+27%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +27% lightning / +15% all Changes damage: +18% lightning Critical mult.: +16.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethidawe (13 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+2 eff.) Fatigue: +3% Changes stats: +9 Dex Changes resistances penetration: +15% temporal Critical mult.: +20.00% Mana each turn: +0.28 Vim when firing critical spell: +2.00 Maximum vim: +40.00 Spell crit. chance: +4% Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Deladin the pair of drakeskin leather boots (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Fatigue: -6% Changes stats: +4 Str / +3 Con Changes resistances: +21% fire / +12% cold Changes resistances penetration: +10% blight Blindness immunity: +20% Poison immunity: +10% Disease immunity: +10% Knockback immunity: +20% Stamina each turn: +0.70 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Lisinor (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +6 Str / +7 Wil / +18 Con Changes resistances: +3% acid Changes resistances penetration: +16% physical Changes damage: +6% mind / +8% physical Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +19 (+5 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbusnight the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Changes resistances: +22% temporal / +25% darkness / +3% blight / +15% fire / +13% cold Changes resistances penetration: +25% blight / +15% temporal / +16% darkness Changes damage: +12% lightning Infravision radius: +2 Defense after a teleport: +26 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voryba (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +5 Wil / +5 Cun / +11 Con Changes resistances: +6% cold / +6% darkness / +6% temporal Changes resistances penetration: +25% acid / +10% physical Maximum encumbrance: +44 Physical save: +28 (+9 eff.) Mental save: +20 (+5 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
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 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Chillgrit' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +12 Mag / +6 Wil Changes damage: +15% cold Critical mult.: +20.00% Mana each turn: +1.12 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +60.00 Spell crit. chance: +4% A pair of boots made of leather. |
pair of drakeskin leather boots 'Corpsethorn' (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Effects on melee hit: * 23% chance to slow global speed by 67% Damage when hit (Melee): 12 nature Changes resistances: +14% acid / +28% fire / +3% nature / +28% cold / +6% arcane / +20% lightning Changes damage: +15% lightning Life regen: +11.00 Healing mod.: +20% A pair of boots made of leather. |
pair of hardened leather boots 'Xyna' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Damage when hit (Melee): 4 arcane Changes stats: +1 Dex / +1 Cun / +2 Con Changes resistances: +8% lightning / +8% temporal Changes damage: +3% arcane Maximum encumbrance: +32 Physical save: +9 (+3 eff.) Silence immunity: +31% Confusion immunity: +29% Stun/Freeze immunity: +22% Infravision radius: +3 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bodar (35 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +35 (+6 eff.) Fatigue: +5% Changes stats: +6 Con Changes resistances: +21% nature Reduces incoming crit damage: 17.43% Physical save: +30 (+10 eff.) Spell save: +10 (+3 eff.) Mental save: +25 (+6 eff.) Silence immunity: +23% Disarm immunity: +72% Pinning immunity: +23% Life regen: +4.00 Psi when hit: +0.28 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 18% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 133.57 fire damage and 133.57 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
drakeskin leather gloves 'Tempestblur' (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+6 eff.) Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 67% * 20 arcane resource burn Damage (Melee): 13 nature Effects when hit in melee: * 29 arcane resource burn Changes stats: +5 Dex Changes resistances: +3% lightning / +21% nature / +5% arcane / +3% light Changes damage: +9% nature / +6% lightning Spell save: +21 (+6 eff.) When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). On weapon hit: * 32 arcane resource burn Damage (radius 2) on crit: +15 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of spellstriking (0 def, 17 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Armour Hardiness: +13% Fatigue: +5% Damage (Melee): 13 arcane Changes stats: +7 Mag / +9 Wil / +13 Con Changes resistances: +6% arcane / +9% physical Changes damage: +8% arcane Spellpower: +11 (+2 eff.) When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Earthmonster' (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Armour: +8 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 67% Damage (Melee): 14 fire Changes stats: +6 Dex / +10 Cun / +7 Con Changes resistances: +7% fire Changes damage: +9% light / +9% fire Mental save: +12 (+3 eff.) Maximum life: +67.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +12 fire 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 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Arassra (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+0 eff.) Changes stats: +4 Str / +7 Mag / +10 Wil Changes resistances: +20% mind / +27% light Changes damage: +29% mind / +18% light Physical save: +11 (+4 eff.) Mental save: +17 (+4 eff.) Maximum hate: +10.00 Maximum psi: +32.00 Spellpower: +6 (+1 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Arthokalthokhad (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +5 Fatigue: +3% Damage when hit (Melee): 2 arcane Changes stats: +7 Dex / +8 Cun / +5 Con Changes resistances: +8% lightning / +8% temporal Changes damage: +9% physical Only die when reaching: -40.00 life A cap made of leather. |
Betama (0 def, 1 armour) =+9 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Wil / +9 Con Changes damage: +15% blight Spell save: +15 (+4 eff.) Maximum mana: +40.00 A cap made of leather. |
Coalqueller (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex / +7 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances: +15% darkness / +15% fire Changes damage: +12% darkness A cap made of leather. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
Siludalaith (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+7 eff.) Armour: +9 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +10 Dex Changes resistances: +1% physical Changes resistances penetration: +5% physical Physical save: +19 (+6 eff.) Only die when reaching: -80.00 life Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+4 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Xanumiwe the Arcwoe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Changes resistances: +24% lightning / +9% temporal / +9% blight Changes damage: +28% lightning / +6% temporal / +12% blight A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Kindlefiend' (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +32 (+6 eff.) Changes stats: +6 Con Changes resistances: +18% acid / +6% blight Changes damage: +12% acid / +6% fire A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Chamuhell' (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 mind Changes stats: +2 Str / +3 Dex / +1 Mag Changes resistances: +7% lightning / +7% temporal / +8% light / +7% fire / +8% nature / +8% acid / +8% blight / +35% cold / +7% darkness Changes resistances penetration: +15% mind Changes damage: +13% temporal / +15% light / +18% cold / +15% physical / +9% darkness Light radius: +3 A pointy cloth hat, very wizardly... |
voratun helm 'Glowreeve' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Dex / +18 Wil / +8 Cun / +6 Con Changes resistances: +15% blight Changes resistances penetration: +10% light Physical save: +21 (+7 eff.) Mental save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
901 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethylaith the voratun pickaxe (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Str / +10 Wil Changes resistances: +21% acid Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +33.00 Maximum mana: +40.00 Maximum stamina: +27.00 Mental crit. chance: +13% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hailtrial (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 (+3 eff.) Damage when hit (Melee): 6 cold Changes stats: +2 Str / +7 Mag / +4 Wil Changes resistances penetration: +20% temporal Critical mult.: +16.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
BlizzardhuntInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +3 Mag / +7 Wil Changes resistances: +12% cold Changes resistances penetration: +20% blight Changes damage: +15% mind / +6% arcane Mental save: +10 (+3 eff.) Vim when firing critical spell: +2.07 Maximum life: +62.00 Spell crit. chance: +2% Light radius: +5 See stealth: +22 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 65.20 cold damage and 67.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
FrozengloryInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Changes stats: +2 Mag / +11 Wil / +4 Cun / +3 Con Changes damage: +9% cold Critical mult.: +13.00% Light radius: +7 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
Hetterab the dwarven lanternInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% blight / +4% physical / +3% all Spell save: +11 (+3 eff.) Mental save: +12 (+3 eff.) Maximum life: +80.00 Maximum hate: +4.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +14% Light radius: +5 See invisible: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
PoluthInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +6 Wil Changes resistances penetration: +25% temporal Critical mult.: +20.00% Mental save: +11 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +25 (+7 eff.) Mental crit. chance: +3% Light radius: +4 See stealth: +15 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
RadhakorInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +4 Con Changes resistances: +13% blight / +9% acid Spell save: +12 (+4 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +39% Silence immunity: +20% Confusion immunity: +26% Life regen: +14.00 Light radius: +8 See stealth: +34 See invisible: +35 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(149 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Blackpower'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Mag / +7 Wil / +6 Con Changes resistances: +15% blight Changes resistances penetration: +25% darkness Reduces incoming crit damage: 15.00% Life regen: +14.00 Light radius: +8 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% blight / +8% darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +5 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.1 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 39 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +12% all Maximum life: +51.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal 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) Activation costs 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 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.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
7 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. |
2 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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)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) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 677.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 46] amazing fiery salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 658] amazing healing salve [power 658]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 61% cooldown modifier. It can be used to heal 658 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 575] amazing pain suppressor salve [power 575]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -575 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 202% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Fatigue: -12% Maximum encumbrance: +30 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Physical save: +9 (+3 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
Bethalle the voratun torque of clear mind [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +3 Mag / +5 Cun Changes resistances: +9% blight / +16% temporal Changes resistances penetration: +15% acid Changes damage: +9% acid It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hettadir [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Str Critical mult.: +5.00% Stamina each turn: +2.00 Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Samithad the Crackleworm [power 180] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% lightning Changes resistances penetration: +15% mind Critical mult.: +20.00% Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 232 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shinerock the stralite torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Defense: +15 (+3 eff.) Changes resistances: +9% mind / +15% light Physical save: +18 (+6 eff.) Blindness immunity: +20% Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Stormreek [power 385] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +15% lightning / +10% blight Changes damage: +12% lightning / +6% arcane Mana each turn: +0.04 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 497 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Aerinne the Chillzeal [power 345] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +26% cold Critical mult.: +20.88% Mana each turn: +0.32 Mana when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +31% It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 950 Base Damage: 425 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Layyta the Daybreacher [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +20% light Changes resistances penetration: +25% mind / +20% fire Changes damage: +15% light / +12% mind Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Samolar the Lavaspar [power 195] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +6 Str / +2 Dex Changes resistances: +9% fire See invisible: +15 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 517 Base Damage: 242 Armor: 17 All Resist: 13 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Viperblast the elven-wood totem of thorny skin [power 69] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +3 Cun Changes resistances: +15% nature Changes damage: +9% mind / +18% fire Mental save: +15 (+4 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of healing [power 362] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Blackbreeze' [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +6 Wil Changes resistances penetration: +10% darkness Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Damage Shield penetration: +30% It can be used to sting an enemy dealing 424 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Gain a 36% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Eloldama' [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +7 Mag / +3 Wil Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 571 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of healing [power 386] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of healing [power 260] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of healing [power 332] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 332 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Durolathahek the Stokevenom [power 14] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% fire Changes damage: +9% fire / +9% arcane / +21% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +5.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 95 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hanerion the dragonbone wand of lightning storm [power 458] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 21% chance to reduce armor by 49% Changes stats: +10 Str Changes resistances: +15% temporal Changes resistances penetration: +25% acid Physical save: +9 (+3 eff.) Stamina each turn: +3.16 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 268 lightning damage and will be dazed for 1 turn (1341 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayerevea the Magmapower [power 434] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +7 Physical power: +30 (+10 eff.) Armour: +6 Changes resistances: +4% physical Changes damage: +15% fire Stamina each turn: +3.00 Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 734 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Salothra the Thunderflash [power 128] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +3% temporal / +3% cold Changes damage: +15% lightning Pinning immunity: +10% Stun/Freeze immunity: +10% It can be used to create a shield absorbing up to 217 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Samiledochik the elven-wood wand of lightning storm [power 434] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +30 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes stats: +3 Dex Changes resistances: +15% mind Maximum wards: +6 lightning / +6 temporal / +6 light / +6 acid Changes resistances penetration: +25% physical Talent granted: +1 Ward Stamina each turn: +2.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 254 lightning damage and will be dazed for 1 turn (1271 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of clairvoyance [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Maliroddadir' [power 434] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 49% Changes resistances: +15% blight Changes damage: +18% acid Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 254 lightning damage and will be dazed for 1 turn (1271 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Ce'Nissra' [power 704] (26 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% acid Changes resistances penetration: +25% arcane / +20% acid Changes damage: +12% acid It can be used to create a shield absorbing up to 1191 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 26 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Ravenkarma' [power 368] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 31% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +10 (+2 eff.) It can be used to create a shield absorbing up to 623 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elven-wood wand of clairvoyance [power 12] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 12, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing dragonbone wand of shielding [power 446] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 755 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of lightning storm [power 560] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +4 temporal / +6 light / +5 blight Talent granted: +1 Ward It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 328 lightning damage and will be dazed for 1 turn (1640 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Ghoulia Fairchild the Ghoul Archmage level 35
33rd Pyre 123rd year of Ascendancy at 07:43 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ghoulia Fairchild the Ghoul Archmage level 39
50th Pyre 123rd year of Ascendancy at 08:31 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ghoulia Fairchild the Ghoul Archmage level 47
63rd Dusk 123rd year of Ascendancy at 08:01 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ghoulia Fairchild the Ghoul Archmage level 39
48th Pyre 123rd year of Ascendancy at 15:19 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Ghoulia Fairchild the Ghoul Archmage level 50
48th Regrowth 124th year of Ascendancy at 10:28 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ghoulia Fairchild the Ghoul Archmage level 50
38th Regrowth 124th year of Ascendancy at 10:21 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Ghoulia Fairchild the Ghoul Archmage level 43
3rd Flare 123rd year of Ascendancy at 11:18 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ghoulia Fairchild the Ghoul Archmage level 31
50th Regrowth 123rd year of Ascendancy at 20:15 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Ghoulia Fairchild the Ghoul Archmage level 28
8th Decay 122nd year of Ascendancy at 14:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ghoulia Fairchild the Ghoul Archmage level 12
13rd Dusk 122nd year of Ascendancy at 00:49 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Ghoulia Fairchild the Ghoul Archmage level 50
46th Regrowth 124th year of Ascendancy at 05:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ghoulia Fairchild the Ghoul Archmage level 42
2nd Summertide 123rd year of Ascendancy at 05:08 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Ghoulia Fairchild the Ghoul Archmage level 33
70th Regrowth 123rd year of Ascendancy at 14:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ghoulia Fairchild the Ghoul Archmage level 38
45th Pyre 123rd year of Ascendancy at 01:14 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Ghoulia Fairchild the Ghoul Archmage level 32
52nd Regrowth 123rd year of Ascendancy at 13:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ghoulia Fairchild the Ghoul Archmage level 21
68th Dusk 122nd year of Ascendancy at 23:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ghoulia Fairchild the Ghoul Archmage level 35
23rd Pyre 123rd year of Ascendancy at 18:23 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ghoulia Fairchild the Ghoul Archmage level 37
43rd Pyre 123rd year of Ascendancy at 13:53 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Ghoulia Fairchild the Ghoul Archmage level 50
46th Regrowth 124th year of Ascendancy at 07:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ghoulia Fairchild the Ghoul Archmage level 26
38th Haze 122nd year of Ascendancy at 04:01 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Ghoulia Fairchild the Ghoul Archmage level 50
5th Pyre 124th year of Ascendancy at 05:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ghoulia Fairchild the Ghoul Archmage level 10
1st Flare 122nd year of Ascendancy at 15:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ghoulia Fairchild the Ghoul Archmage level 20
49th Dusk 122nd year of Ascendancy at 14:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ghoulia Fairchild the Ghoul Archmage level 30
5th Allure 123rd year of Ascendancy at 03:17 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Ghoulia Fairchild the Ghoul Archmage level 40
54th Pyre 123rd year of Ascendancy at 19:17 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Ghoulia Fairchild the Ghoul Archmage level 50
28th Regrowth 124th year of Ascendancy at 20:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ghoulia Fairchild the Ghoul Archmage level 22
75th Dusk 122nd year of Ascendancy at 03:24 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ghoulia Fairchild the Ghoul Archmage level 50
21st Pyre 124th year of Ascendancy at 05:33 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ghoulia Fairchild the Ghoul Archmage level 40
1st Mirth 123rd year of Ascendancy at 21:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ghoulia Fairchild the Ghoul Archmage level 35
35th Pyre 123rd year of Ascendancy at 01:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ghoulia Fairchild the Ghoul Archmage level 21
68th Dusk 122nd year of Ascendancy at 10:50 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ghoulia Fairchild the Ghoul Archmage level 43
2nd Summertide 123rd year of Ascendancy at 11:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ghoulia Fairchild the Ghoul Archmage level 12
5th Flare 122nd year of Ascendancy at 05:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ghoulia Fairchild the Ghoul Archmage level 47
63rd Dusk 123rd year of Ascendancy at 08:01 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Ghoulia Fairchild the Ghoul Archmage level 49
28th Regrowth 124th year of Ascendancy at 08:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ghoulia Fairchild the Ghoul Archmage level 12
6th Flare 122nd year of Ascendancy at 21:08 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ghoulia Fairchild the Ghoul Archmage level 33
75th Regrowth 123rd year of Ascendancy at 12:00 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ghoulia Fairchild the Ghoul Archmage level 45
22nd Dusk 123rd year of Ascendancy at 07:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ghoulia Fairchild the Ghoul Archmage level 27
6th Decay 122nd year of Ascendancy at 01:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ghoulia Fairchild the Ghoul Archmage level 18
43rd Dusk 122nd year of Ascendancy at 19:29 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ghoulia Fairchild the Ghoul Archmage level 39
48th Pyre 123rd year of Ascendancy at 10:49 see stats
Log
To celebrate the release's anniversary, I am happy to say I've slipped up
a little present in your inventory!
The fires have died out. Now only ashes remains.
The Fearscape is now positioned in high orbit over Eyal.
Prepare for the wrath of Urh'Rok !
Ashes of Urh'Rok, the first expansion for Tales of Maj'Eyal, offers new classes, lore, zones, ...
If you ever wondered why demons are attacking Eyal, where they come from or what their plans are, wait no more!
If you want to bring fiery doom to your foes, wait no more!
If you want to discover 2 new classes, a new race, 20 new artifacts, more than 10 thousands words of lore, new systems and tons of talents, wait no more!
For a brief moment you can smell pumpkins and then it vanishes.. strange..
The furious lightning storm around Ghoulia Fairchild calms down and disappears.












































































































































































































