Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 50 / 5163% |
Size | big |
Lifes / Deaths | Killed by Xabeth the thief at level 18 on the 39th Haze 122nd year of Ascendancy at 16:36 / 1 |
Primary Stats
Strength | 115 (base 66) |
Dexterity | 75 (base 60) |
Constitution | 53 (base 15) |
Magic | 68 (base 34) |
Willpower | 45 (base 8) |
Cunning | 78 (base 43) |
Resources
Vim | 156/156 |
Life | 1761/1761 |
Positive | 0/177 |
Stamina | 328/328 |
Paradox | 300 |
Healing Factor | 1.4 |
Regeneration | 4.69 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +122.72307323196% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 50 |
See Invisible | 50 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 349 |
Accuracy | 73 |
Crit Chance | 110% |
APR | 47 |
Speed | 1.11 |
Offense: Offhand
Damage | 38 |
Accuracy | 73 |
Crit Chance | 100% |
APR | 36 |
Speed | 1.11 |
Offense: Spell
Spellpower | 46.666666666667 |
Crit Chance | 55% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 43.12 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 106.12307323196 (100%) |
Defense | 48.25 |
Ranged Defense | 48.25 |
Fatigue | 17 |
Physical Save | 45.766666666667 |
Spell Save | 56.016666666667 |
Mental Save | 59.183333333333 |
Defense: Resistances
All | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 0% |
Disarm Resistance | 5% |
Teleport Resistance | 10% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1149% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 910 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 836 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 11 turns. While Heroism is active, you will only die when reaching -865 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 858 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.40 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Corruption / Wrath | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Fearfire | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Precise Strikes |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Chant of Fortress |
talent | Eternal Suffering |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant yellow ant. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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: 421. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force 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 brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within12 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | dwarven lantern 'Boltfiend' =+vim= dwarven lantern 'Boltfiend' =+vim=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 4 lightning / 4 blight Changes stats: +9 Wil Critical mult.: +20.00% Mental save: +30 (+7 eff.) Mana each turn: +0.04 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +3% Light radius: +4 See stealth: +50 See invisible: +50 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Charqueen (3 def, 0 armour) =tough= Charqueen (3 def, 0 armour) =tough=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Con / +3 Wil Changes resistances: +18% physical / +20% darkness / +6% blight / +15% cold / +3% fire Changes damage: +15% acid / +18% physical / +20% darkness / +13% lightning / +24% fire / +10% arcane / +24% cold Reduces incoming crit damage: 19.00% Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Lisibremira (dig speed 6 turns) =37phys-pen= Lisibremira (dig speed 6 turns) =37phys-pen=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +2 Str Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +37% physical Changes damage: +9% blight / +3% physical Maximum encumbrance: +20 Only die when reaching: -40.00 life Maximum life: +31.00 Maximum stamina: +24.00 Lowers spell cool-downs by: 10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Baridil =SPEED= Baridil =SPEED=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Cun Changes resistances: +9% temporal Mental save: +21 (+5 eff.) Equilibrium when hit: +0.12 Mindpower: +2 (+0 eff.) Movement speed: +25% 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: 5.6 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 48% for 5 turns. Rings can have magical properties. |
On fingers | Turarofast the Purelore =slow stun15 hp healmod= Turarofast the Purelore =slow stun15 hp healmod=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% cold Changes damage: +12% nature Spell save: +20 (+5 eff.) Poison immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +15% Life regen: +1.60 Maximum life: +66.00 Healing mod.: +30% Rings can have magical properties. |
Around neck | voratun amulet 'Floweronslaught' =crit regen mindres= voratun amulet 'Floweronslaught' =crit regen mindres=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -10% Damage when hit (Melee): 12 mind Changes stats: +7 Dex / +10 Cun / +10 Con Changes resistances: +9% acid / +29% mind / +6% lightning Changes damage: +6% nature / +6% mind Critical mult.: +20.00% Confusion immunity: +49% Life regen: +1.50 Stamina each turn: +1.50 Mental crit. chance: +3% Movement speed: +10% Amulets can have magical properties. |
In main hand | Legacy of the Naloren (194% power, 20 apr) Legacy of the Naloren (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 194% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 112.9 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Around waist | hardened leather belt 'Xerovena' =phys-crit= hardened leather belt 'Xerovena' =phys-crit=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% acid / +10% temporal / +7% cold / +8% fire / +19% lightning Changes resistances penetration: +13% physical Changes damage: +13% physical Critical mult.: +20.00% Disarm immunity: +5% Knockback immunity: +10% Teleport immunity: +10% A belt that goes around your waist. |
In off hand | Kindlebender the voratun dagger (146% power, 9 apr) =main= Kindlebender the voratun dagger (146% power, 9 apr) =main=Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +12 light / +8 mind Burst (radius 2) on crit: +13 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to blind Changes resistances: +6% light / +8% all Changes resistances penetration: +11% nature / +10% fire Changes damage: +6% light / +3% mind Critical mult.: +16.00% Light radius: +1 Global speed: +4% Sharp, short and deadly. |
Cloak | Curewell (3 def, 0 armour) =slow crit-red= Curewell (3 def, 0 armour) =slow crit-red=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Mag / +12 Wil Changes resistances: +9% blight / +1% physical / +23% darkness Changes resistances penetration: +19% darkness Changes damage: +25% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +19 Mental save: +20 (+5 eff.) Poison immunity: +15% Only die when reaching: -20.00 life Spell crit. chance: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
healing infusion of the sneak (heal 348) healing infusion of the sneak (heal 348)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 348 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 452) healing infusion of the warrior (heal 452)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 452 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 248) healing infusion of the wizard (heal 248)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+21 for 10 turns, die at -1028) heroism infusion of the sneak (+21 for 10 turns, die at -1028)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -1028 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+17 for 12 turns, die at -829) heroism infusion of the titan (+17 for 12 turns, die at -829)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -829 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 12 turns, die at -978) heroism infusion of the wizard (+21 for 12 turns, die at -978)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -978 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+20 for 8 turns, die at -1064) heroism infusion of the wizard (+20 for 8 turns, die at -1064)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -1064 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 12 turns, die at -897) heroism infusion of the wizard (+19 for 12 turns, die at -897)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -897 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (114 nature damage, 58% healing reduction) insidious poison infusion of the sneak (114 nature damage, 58% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 114.94 nature damage per turn for 7 turns, and reducing the target's healing received by 58%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (132 nature damage, 62% healing reduction) insidious poison infusion of the warrior (132 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 132.21 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (876% speed; 9 turns) movement infusion of the psychic (876% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 876% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (846% speed; 8 turns) movement infusion of the sneak (846% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 846% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1039% speed; 6 turns) movement infusion of the sneak (1039% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1039% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1039% speed; 8 turns) movement infusion of the sneak (1039% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1039% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1031% speed; 6 turns) movement infusion of the sneak (1031% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1031% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 871 over 5 turns) regeneration infusion of the duelist (heal 871 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 871 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1038 over 5 turns) regeneration infusion of the warrior (heal 1038 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1038 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 930 over 5 turns) regeneration infusion of the warrior (heal 930 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 930 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 837 over 5 turns) regeneration infusion of the wizard (heal 837 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 837 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 837 over 5 turns) regeneration infusion of the wizard (heal 837 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 837 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical) wild infusion (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure mental) wild infusion (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure mental) wild infusion of the psychic (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 38%; cure magical) wild infusion of the sneak (resist 38%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 33%; cure mental) wild infusion of the sneak (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 34%; cure mental) wild infusion of the titan (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 44%; cure magical) wild infusion of the warrior (resist 44%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 44% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 46%; cure mental, magical) wild infusion of the warrior (resist 46%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 46% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 30%; cure physical) wild infusion of the warrior (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 42%; cure magical) wild infusion of the warrior (resist 42%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 37%; cure mental) wild infusion of the warrior (resist 37%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 29%; cure magical) wild infusion of the wizard (resist 29%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 28%; cure mental, physical) wild infusion of the wizard (resist 28%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (330.00 temporal damage, removed from time 4 turns) Rune of the Rift (330.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 353.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 15) controlled phase door rune of the sneak (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 13) controlled phase door rune of the sneak (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 13) controlled phase door rune of the sneak (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 14) controlled phase door rune of the wizard (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (723 lightning damage) lightning rune of the warrior (723 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 241.12 to 723.36 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (803 lightning damage) lightning rune of the warrior (803 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 267.92 to 803.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (661 lightning damage) lightning rune of the wizard (661 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 220.54 to 661.63 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (2233% regen over 10 turns; 111 instant mana) manasurge rune of the warrior (2233% regen over 10 turns; 111 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2233% over 10 turns and instantly restoring 111 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 18; power 56; dur 8) phase door rune of the sneak (range 18; power 56; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 15; power 34; dur 3) phase door rune of the wizard (range 15; power 34; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 755 for 7 turns) shielding rune of the sneak (absorb 755 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 755 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 771 for 6 turns) shielding rune of the warrior (absorb 771 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 771 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 674 for 5 turns) shielding rune of the wizard (absorb 674 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 674 damage for 5 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 ability. |
teleportation rune of the warrior (range 264) teleportation rune of the warrior (range 264)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 264 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 233) teleportation rune of the warrior (range 233)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 233 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 200) teleportation rune of the warrior (range 200)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 200 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 224) teleportation rune of the warrior (range 224)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 224 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bethunn the Rotlady Bethunn the RotladyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Cun / +2 Dex Changes resistances: +18% fire / +21% cold Changes damage: +6% fire Reduces incoming crit damage: 10.00% Infravision radius: +3 Amulets can have magical properties. |
Brightwish =brutality= Brightwish =brutality=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+6 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Mag / +4 Wil / +20 Lck Changes damage: +8% acid / +14% fire / +8% cold / +8% lightning Talent mastery: +0.40 Corruption / Brutality Critical mult.: +10.00% Mental save: +10 (+2 eff.) Psi when hit: +0.04 Maximum hate: +6.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +1% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Ce'Nymina the Woestrike Ce'Nymina the WoestrikeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes resistances penetration: +5% arcane Changes damage: +6% darkness Talent mastery: +0.34 Corruption / Shadowflame Spell save: +13 (+4 eff.) Maximum vim: +20.00 Light radius: +3 Amulets can have magical properties. |
Choker of Dread =i can see= Choker of Dread =i can see=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cinderfame the voratun amulet =phys res= Cinderfame the voratun amulet =phys res=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 9 darkness Effects when hit in melee: * 14% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 20 nature / 8 fire Changes resistances: +12% physical / +6% temporal / +6% fire Changes resistances penetration: +5% fire Changes damage: +6% temporal / +15% light / +15% blight / +21% fire / +6% nature / +14% darkness Critical mult.: +18.00% Stamina each turn: +1.20 Spellpower: +15 (+4 eff.) Amulets can have magical properties. |
Cleansepython the voratun amulet =light res= Cleansepython the voratun amulet =light res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 nature Changes stats: +2 Cun Changes resistances: +30% light / +24% darkness Changes resistances penetration: +15% light / +10% nature Changes damage: +3% nature Blindness immunity: +50% See invisible: +12 Amulets can have magical properties. |
Eliwyn the Spiderdream Eliwyn the SpiderdreamInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Mag / +6 Con / +13 Lck Physical save: +14 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +19 (+4 eff.) Spellpower: +10 (+2 eff.) Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fogbutcher the voratun amulet =crit crit= Fogbutcher the voratun amulet =crit crit=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +8 Defense: +11 (+3 eff.) Fatigue: -8% Changes stats: +6 Wil Changes resistances cap: +7% all Changes resistances penetration: +5% darkness Changes damage: +15% blight / +11% fire / +3% darkness Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +14 (+4 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +25% Only die when reaching: -20.00 life Spellpower: +14 (+3 eff.) Mindpower: +12 (+3 eff.) Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Kindleraider the voratun amulet =blind= Kindleraider the voratun amulet =blind=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +17 (+5 eff.) Effects on melee hit: * 45% chance to blind Changes stats: +6 Wil / +10 Con / +20 Lck Changes damage: +18% lightning / +3% nature / +6% light Mental save: +15 (+3 eff.) Confusion immunity: +25% Mindpower: +15 (+4 eff.) Light radius: +3 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Vox 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. |
grounding stralite amulet of healing =heal stun= grounding stralite amulet of healing =heal stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +13% lightning Cut immunity: +50% Stun/Freeze immunity: +32% Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding voratun amulet of mastery (0.39 Corruption / Oppression) =stun50 lightning-res= grounding voratun amulet of mastery (0.39 Corruption / Oppression) =stun50 lightning-res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Talent mastery: +0.39 Corruption / Oppression Stun/Freeze immunity: +50% Amulets can have magical properties. |
insulating stralite amulet of constitution (+9) insulating stralite amulet of constitution (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +22% fire / +20% cold Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.40 Corruption / Wrath) stabilizing voratun amulet of mastery (0.40 Corruption / Wrath)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +27% temporal Talent mastery: +0.40 Corruption / Wrath Pinning immunity: +40% Knockback immunity: +34% Amulets can have magical properties. |
starseer's voratun amulet of murder starseer's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +5 Mag Changes damage: +7% darkness / +7% temporal / +6% light / +6% physical Critical mult.: +17.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
steel amulet 'Belyra' =will= steel amulet 'Belyra' =will=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag / +7 Wil Maximum mana: +20.00 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Heatjustice' voratun amulet 'Heatjustice'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 4 fire Changes stats: +2 Mag Changes resistances: +6% fire Changes damage: +18% arcane Teleport immunity: +50% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
voratun amulet 'Sootwhisper' =heal= voratun amulet 'Sootwhisper' =heal=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Defense: +11 (+3 eff.) Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +2% physical / +3% nature / +5% arcane Changes resistances cap: +7% all Physical save: +23 (+7 eff.) Cut immunity: +70% Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's stralite amulet of cunning (+6) warrior's stralite amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +12% physical Stamina each turn: +0.80 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Burim the voratun ring Burim the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +9 Dex Critical mult.: +9.00% Only die when reaching: -100.00 life Maximum life: +10.00 Maximum stamina: +15.00 Healing mod.: +15% Rings can have magical properties. |
Curekarma CurekarmaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Cun / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +5% nature Disarm immunity: +39% Pinning immunity: +43% Knockback immunity: +50% Maximum life: +50.00 Light radius: +2 See invisible: +3 Rings can have magical properties. |
Dawnwisp the steel ring =hp= Dawnwisp the steel ring =hp=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 fire Changes stats: +5 Mag / +5 Wil Changes resistances: +24% darkness / +3% light Changes damage: +12% darkness Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +23.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
Dazzlepierce =stun40 light= Dazzlepierce =stun40 light=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +2 Wil Changes resistances: +3% light / +6% fire Changes damage: +3% mind / +3% fire Stun/Freeze immunity: +44% Life regen: +3.90 Equilibrium when hit: +0.04 Light radius: +3 Rings can have magical properties. |
Glarebane the gold ring =blind str= Glarebane the gold ring =blind str=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +13 Str / +12 Con Changes resistances: +24% nature Changes resistances penetration: +5% light Changes damage: +12% nature / +3% light Mental save: +20 (+5 eff.) Equilibrium when hit: +0.08 Rings can have magical properties. |
Glarinne the Unlightmaim =20 will= Glarinne the Unlightmaim =20 will=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +8 Mag / +20 Wil / +16 Cun Changes resistances: +6% darkness Changes resistances penetration: +15% arcane Changes damage: +9% darkness / +3% mind Mental save: +20 (+5 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Spellpower: +15 (+4 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Goedalath Rock ring Goedalath Rock ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
Gydathra the stralite ring Gydathra the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 37% chance to disease Damage when hit (Melee): 20 acid / 4 temporal Changes resistances: +9% temporal Changes damage: +6% acid Silence immunity: +44% Mana each turn: +0.34 Rings can have magical properties. |
Mardidor the voratun ring =gloom= Mardidor the voratun ring =gloom=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +8 Mag / +8 Wil / +9 Cun Changes resistances: +15% acid Grants telepathy: Humanoid/Orc Mental save: +15 (+3 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +5.00 Maximum hate: +15.00 Spellpower: +15 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Poloyata the Lustrerain Poloyata the LustrerainInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +24% lightning / +3% mind Changes damage: +12% lightning / +6% mind Light radius: +3 Rings can have magical properties. |
Prismresolve the stralite ring =confuse50= Prismresolve the stralite ring =confuse50=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% blight / +3% temporal / +3% light / +15% acid Mental save: +9 (+2 eff.) Confusion immunity: +53% Rings can have magical properties. |
Ring of the Dead 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 (+2 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. |
Sepsisjeer =stun40= Sepsisjeer =stun40=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% lightning Changes resistances penetration: +30% nature Physical save: +6 (+2 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Tulotodig the Glintpall Tulotodig the GlintpallInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Changes damage: +3% nature / +9% light Mental save: +9 (+2 eff.) Confusion immunity: +32% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 163.62 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xerulelaith the Phlegmrot =slow, blind= Xerulelaith the Phlegmrot =slow, blind=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +15% mind Changes damage: +9% mind Grants telepathy: Dragon Mental save: +20 (+5 eff.) Blindness immunity: +42% Psi when hit: +0.12 Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
conjurer's voratun ring of warding =res= conjurer's voratun ring of warding =res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +23% acid / +25% fire / +17% lightning / +19% cold Spellpower: +11 (+2 eff.) Rings can have magical properties. |
gladiator's voratun ring of lightning (+40%) gladiator's voratun ring of lightning (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +40% lightning Changes damage: +20% lightning Rings can have magical properties. |
painweaver's voratun ring of tenacity =tenacity= painweaver's voratun ring of tenacity =tenacity=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Changes damage: +7% all Disarm immunity: +47% Pinning immunity: +43% Knockback immunity: +39% Maximum life: +41.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Rings can have magical properties. |
savior's steel ring of arcana(+0.10/turn) savior's steel ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
solipsist's gold ring of sensing =will= solipsist's gold ring of sensing =will=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Blindness immunity: +23% Mindpower: +7 (+1 eff.) Infravision radius: +4 See stealth: +8 See invisible: +11 Rings can have magical properties. |
stralite ring 'Blindtide' =silence40= stralite ring 'Blindtide' =silence40=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag Changes resistances penetration: +10% darkness Physical save: +31 (+10 eff.) Cut immunity: +10% Silence immunity: +44% Mana each turn: +0.27 See invisible: +6 Rings can have magical properties. |
voratun ring 'Branurain' =hp healmod= voratun ring 'Branurain' =hp healmod=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +4 Cun / +3 Con Changes damage: +3% mind / +3% physical Life regen: +2.00 Maximum life: +84.00 Healing mod.: +28% Rings can have magical properties. |
voratun ring 'Fuluduyon' =stun/demon= voratun ring 'Fuluduyon' =stun/demon=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +2 Con Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +42% Life regen: +4.80 See invisible: +3 Rings can have magical properties. |
voratun ring 'Stormbreaker' =stun= voratun ring 'Stormbreaker' =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 4 blight Changes resistances: +3% blight Changes resistances penetration: +25% lightning Stun/Freeze immunity: +41% Life regen: +4.00 Rings can have magical properties. |
voratun ring 'Vorunn' =confuse50= voratun ring 'Vorunn' =confuse50=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Mag / +1 Wil / +2 Cun Reduces incoming crit damage: 10.00% Mental save: +12 (+3 eff.) Confusion immunity: +50% Light radius: +3 Infravision radius: +2 Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Amoromihir (146% power, 9 apr) =disarm physpen= Amoromihir (146% power, 9 apr) =disarm physpen=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+5 eff.) Physical power: +11 (+1 eff.) Defense: +15 (+5 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +5 Str / +1 Wil / +9 Con Changes resistances: +3% darkness Changes resistances penetration: +12% physical Changes damage: +12% physical Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +63% Knockback immunity: +5% Teleport immunity: +15% Stamina when hit: +2.00 Sharp, short and deadly. |
Bregyran the Dazzlestalker (149% power, 9 apr) =cripple= Bregyran the Dazzlestalker (149% power, 9 apr) =cripple=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 37% chance to disease On weapon crit: * cripple the target Damage (Melee): +37 blight Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 12 light Changes stats: +3 Wil / +2 Mag Changes resistances: +3% light Disease immunity: +18% Light radius: +2 Sharp, short and deadly. |
Naturepain the voratun dagger (145% power, 9 apr) =slow= Naturepain the voratun dagger (145% power, 9 apr) =slow=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Arcane Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +12 acid / +4 arcane / +4 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 mind Changes resistances: +6% nature Changes resistances penetration: +15% nature Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
voratun dagger 'Yaralach' (147% power, 9 apr) =healmod= voratun dagger 'Yaralach' (147% power, 9 apr) =healmod=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +16 mind When wielded/worn: Accuracy: +12 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +1 Wil Changes resistances: +1% physical Changes damage: +10% physical Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Stamina when hit: +2.00 Healing mod.: +20% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Skeletal Claw (167% power, 8 apr) Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 163.30 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Chaminarihir the Glarefoe =43 summon= Chaminarihir the Glarefoe =43 summon=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Damage when hit (Melee): 20 mind Changes stats: +7 Str / +7 Dex / +6 Wil / +6 Cun Changes resistances: +6% nature / +6% temporal Changes damage: +12% light Reduced damage from: +43% Summoned Critical mult.: +14.00% Physical save: +10 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
Nerodabeth the drakeskin leather belt =CRIT CRIT= Nerodabeth the drakeskin leather belt =CRIT CRIT=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +11.0% Defense: +16 (+5 eff.) Changes stats: +10 Dex / +11 Cun / +10 Lck Changes resistances: +3% mind / +3% lightning Reduces incoming crit damage: 15.00% Trap disarming bonus: +15 Stealth bonus: +28 Mental save: +9 (+2 eff.) Poison immunity: +10% Mental crit. chance: +13% Infravision radius: +5 A belt that goes around your waist. |
drakeskin leather belt 'Belytir' =big belt= drakeskin leather belt 'Belytir' =big belt=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +35 (+5 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +6% blight / +6% nature / +6% lightning Physical save: +12 (+4 eff.) Spell save: +33 (+9 eff.) Silence immunity: +10% Pinning immunity: +5% Psi when hit: +0.16 Size category: +3 A belt that goes around your waist. |
hardened leather belt 'Blindonslaught' =+hp summoned= hardened leather belt 'Blindonslaught' =+hp summoned=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +6% light / +3% nature Reduced damage from: +24% Summoned Physical save: +15 (+5 eff.) Maximum life: +77.00 Maximum mana: +42.00 Maximum stamina: +38.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +20.00 Maximum pos.energy: +26.00 Maximum neg.energy: +28.00 Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour) 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 (+3 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 (+6 eff.) Spell save: +20 (+5 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: 0.8 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 2 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. |
Voruvena the elven-silk cloak (18 def, 0 armour) =save hp= Voruvena the elven-silk cloak (18 def, 0 armour) =save hp=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +18 (+6 eff.) Fatigue: -6% Changes stats: +4 Str / +5 Dex / +6 Cun Maximum encumbrance: +20 Physical save: +41 (+13 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -90.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olyromikath the Umbrastrike (0 def, 5 armour) =speed= Olyromikath the Umbrastrike (0 def, 5 armour) =speed=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% darkness / +9% lightning Changes resistances penetration: +15% darkness Changes damage: +6% blight / +6% darkness / +6% lightning Silence immunity: +41% Confusion immunity: +39% Stun/Freeze immunity: +49% Movement speed: +40% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of voratun boots 'Tymnir' (0 def, 5 armour) =STUN= pair of voratun boots 'Tymnir' (0 def, 5 armour) =STUN=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +12% physical Reduces incoming crit damage: 5.00% Spell save: +10 (+3 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +5% Silence immunity: +41% Confusion immunity: +46% Pinning immunity: +5% Stun/Freeze immunity: +50% Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galebraid (0 def, 2 armour) =ruined-earth= Galebraid (0 def, 2 armour) =ruined-earth=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 17% chance to cause random gloom * 15% chance to daze Damage (Melee): 21 darkness / 24 mind Changes resistances: +9% light / +6% acid Mental save: -9 (-3 eff.) Poison immunity: +5% Silence immunity: +10% Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 74.61 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: 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: Power: 147% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical 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: 4.5 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 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. 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. |
Yvomikira (6 def, 12 armour) =disperse gloom= Yvomikira (6 def, 12 armour) =disperse gloom=Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 19 arcane / 15 physical / 35 mind / 40 darkness Changes stats: +9 Mag / +10 Wil Changes resistances: +10% arcane / +9% mind Changes damage: +10% physical Spell save: +3 (+1 eff.) Mental save: -5 (-1 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane / +12 blight Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +15 physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Raventreason' (0 def, 9 armour) =cripple crit= drakeskin leather gloves 'Raventreason' (0 def, 9 armour) =cripple crit=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 15 lightning Damage when hit (Melee): 12 mind Changes stats: +4 Dex Changes resistances: +10% lightning Changes damage: +11% lightning / +6% physical Critical mult.: +14.00% Physical save: +22 (+7 eff.) Mental save: +15 (+3 eff.) Maximum life: +80.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 157% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dawnnull (0 def, 5 armour) =mind res= Dawnnull (0 def, 5 armour) =mind res=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 9 physical / 12 fire Changes stats: +4 Str / +10 Wil Changes resistances: +15% blight / +23% mind / +3% light Changes resistances penetration: +15% light / +15% fire Changes damage: +6% fire Mental save: +45 (+11 eff.) Confusion immunity: +38% Light radius: +1 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 826.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindlewreck (5 def, 13 armour) =RES= Kindlewreck (5 def, 13 armour) =RES=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +5% Changes resistances: +9% nature / +14% fire / +15% cold / +3% mind / +7% all Reduces incoming crit damage: 15.00% Physical save: +39 (+13 eff.) Disease immunity: +5% Pinning immunity: +5% Knockback immunity: +5% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malslek the Accursed's Hat (2 def, 0 armour) =Gloom= Malslek the Accursed's Hat (2 def, 0 armour) =Gloom=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Voralaith the drakeskin leather cap (7 def, 5 armour) =hp healmod= Voralaith the drakeskin leather cap (7 def, 5 armour) =hp healmod=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Damage when hit (Melee): 10 physical Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +13% nature / +9% temporal Reduces incoming crit damage: 5.00% Spell save: +9 (+3 eff.) Teleport immunity: +10% Maximum life: +88.00 Healing mod.: +25% It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 826.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Zerahor (0 def, 4 armour) Zerahor (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +3% nature / +3% fire Spell save: +3 (+1 eff.) Mental save: +13 (+3 eff.) Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Uluthel' (3 def, 6 armour) =stonewall= elven-silk wizard hat 'Uluthel' (3 def, 6 armour) =stonewall=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +11 Wil / +12 Cun / +6 Con Changes resistances: +30% lightning / +3% light / +6% darkness Changes damage: +20% lightning Mental save: +30 (+7 eff.) Silence immunity: +15% Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +7% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 137.38 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Greenvengeance' (0 def, 3 armour) =warlord= hardened leather cap 'Greenvengeance' (0 def, 3 armour) =warlord=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +10 Str / +7 Wil Changes resistances: +15% physical / +8% fire / +3% mind / +5% cold Changes resistances penetration: +15% nature / +5% mind Physical save: +15 (+5 eff.) A cap made of leather. |
Galerend (4 def, 11 armour) Galerend (4 def, 11 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +4 Wil Changes resistances: +29% lightning / +9% physical / +15% darkness / +10% cold / +9% acid Changes damage: +6% blight Allows you to breathe in: water Spellpower: +4 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4444 alchemist agate 4444 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 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 sapphire 16 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blazestinger the voratun pickaxe (dig speed 5 turns) =crit mult= Blazestinger the voratun pickaxe (dig speed 5 turns) =crit mult=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +10 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +3 Str Changes resistances: +15% nature Changes damage: +6% acid / +10% nature / +3% arcane Critical mult.: +35.00% Maximum life: +40.00 Maximum stamina: +30.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cureborn the voratun pickaxe (dig speed 20 turns) =slow54= Cureborn the voratun pickaxe (dig speed 20 turns) =slow54=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 54% * 30% chance to daze Damage when hit (Melee): 8 fire Changes stats: +3 Str Changes resistances: +15% darkness / +6% lightning Changes damage: +12% nature / +6% fire Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eliressra (dig speed 23 turns) =str light= Eliressra (dig speed 23 turns) =str light=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 blight Changes stats: +11 Str / +1 Mag Changes resistances: +6% blight Reduces incoming crit damage: 10.00% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tulurohek the Glitterqueen (dig speed 13 turns) Tulurohek the Glitterqueen (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +5 (+0 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances: +7% darkness / +6% fire Reduces incoming crit damage: 5.00% Maximum encumbrance: +20 Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Scorchslicer' (dig speed 6 turns) =light hp= dwarven-steel pickaxe 'Scorchslicer' (dig speed 6 turns) =light hp=Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str Changes resistances: +6% lightning / +8% darkness / +15% cold / +3% light / +8% fire Changes damage: +10% mind / +20% fire Physical save: +11 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +22 (+5 eff.) Maximum life: +70.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 jade 19 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 turquoise 18 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dayusher the dwarven lantern =+12 = Dayusher the dwarven lantern =+12 =Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% light / +18% temporal Changes resistances penetration: +10% fire / +15% all Critical mult.: +18.00% Spell save: +6 (+2 eff.) Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (101 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
taketwo =hp= taketwo =hp=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Con Changes resistances: +15% blight / +15% fire / +9% darkness Changes resistances penetration: +15% darkness Physical save: +18 (+6 eff.) Spell save: +19 (+5 eff.) Mental save: +18 (+4 eff.) Life regen: +6.50 Maximum life: +128.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
50 alchemist bloodstone 50 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 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. |
17 fire opal 17 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. |
8 garnet 8 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. |
18 ruby 18 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 Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 708.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (25/25, 148% power, 15 apr) Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 148% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Cutheregoldir [power 167] (20 cooldown) Cutheregoldir [power 167] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +2% physical Changes resistances penetration: +10% arcane Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Critical mult.: +20.00% Cut immunity: +15% Vim when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 167 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Ulfarath' [power 45] (30 cooldown) stralite torque of psychoportation 'Ulfarath' [power 45] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Changes damage: +3% temporal Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 45), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Deepswake' [power 201] (32 cooldown) voratun torque of kinetic psionic shield 'Deepswake' [power 201] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +5 Cun Maximum wards: +3 physical / +5 mind / +4 darkness Changes damage: +9% darkness Talent granted: +1 Ward Psi when hit: +0.12 Mental crit. chance: +2% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 201 for 7 turns, putting all charms on cooldown for 32 turns. When used: 100% chance to regenerate 14 psi. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
3 amethyst 3 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. |
Glorin the Spiderhue [power 535] (10 cooldown) =crit-red= Glorin the Spiderhue [power 535] (10 cooldown) =crit-red=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Str Changes resistances penetration: +5% nature Changes damage: +9% physical Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast Reduces incoming crit damage: 15.00% Life regen: +0.60 Stamina each turn: +0.60 It can be used to fire a bolt of a random element (dam 267-535), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Mayamira' [power 357] (6 cooldown) =wardslol= dragonbone wand of firewall 'Mayamira' [power 357] (6 cooldown) =wardslol=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Mag Maximum wards: +10 lightning / +10 temporal / +10 blight / +8 fire / +10 cold Changes resistances penetration: +5% arcane Talent granted: +2 Ward Critical mult.: +20.00% Mana each turn: +0.04 Damage Shield penetration: +10% It can be used to creates a wall of flames lasting for 4 turns (dam 357 overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of trap destruction [power 125] (15 cooldown) dragonbone wand of trap destruction [power 125] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (125 disarm power, Magic) along a range 3 line, putting 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 Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
20 diamond 20 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. |
20 moonstone 20 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
26 pearl 26 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. |
7 quartz 7 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. |
18 amber 18 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By MELVIN the Ogre Doombringer level 35
3rd Mirth 123rd year of Ascendancy at 20:20 see stats
By MELVIN the Ogre Doombringer level 50
77th Regrowth 124th year of Ascendancy at 12:20 see stats
By MELVIN the Ogre Doombringer level 50
73rd Dusk 124th year of Ascendancy at 21:03 see stats
By MELVIN the Ogre Doombringer level 35
2nd Mirth 123rd year of Ascendancy at 02:33 see stats
By MELVIN the Ogre Doombringer level 43
43rd Haze 123rd year of Ascendancy at 05:14 see stats
By MELVIN the Ogre Doombringer level 48
38th Regrowth 124th year of Ascendancy at 10:55 see stats
By MELVIN the Ogre Doombringer level 39
45th Dusk 123rd year of Ascendancy at 08:09 see stats
By MELVIN the Ogre Doombringer level 24
6th Allure 123rd year of Ascendancy at 18:44 see stats
By MELVIN the Ogre Doombringer level 50
39th Pyre 124th year of Ascendancy at 08:59 see stats
By MELVIN the Ogre Doombringer level 10
5th Dusk 122nd year of Ascendancy at 06:46 see stats
By MELVIN the Ogre Doombringer level 38
40th Dusk 123rd year of Ascendancy at 17:08 see stats
By MELVIN the Ogre Doombringer level 39
43rd Dusk 123rd year of Ascendancy at 00:11 see stats
By MELVIN the Ogre Doombringer level 40
46th Dusk 123rd year of Ascendancy at 21:54 see stats
By MELVIN the Ogre Doombringer level 50
80th Haze 124th year of Ascendancy at 06:52 see stats
By MELVIN the Ogre Doombringer level 50
1st Flare 124th year of Ascendancy at 22:23 see stats
By MELVIN the Ogre Doombringer level 21
64th Haze 122nd year of Ascendancy at 05:40 see stats
By MELVIN the Ogre Doombringer level 35
1st Dusk 123rd year of Ascendancy at 17:55 see stats
By MELVIN the Ogre Doombringer level 24
8th Allure 123rd year of Ascendancy at 03:21 see stats
By MELVIN the Ogre Doombringer level 50
65th Haze 124th year of Ascendancy at 05:07 see stats
By MELVIN the Ogre Doombringer level 41
24th Haze 123rd year of Ascendancy at 08:37 see stats
By MELVIN the Ogre Doombringer level 6
2nd Mirth 122nd year of Ascendancy at 01:41 see stats
By MELVIN the Ogre Doombringer level 28
47th Regrowth 123rd year of Ascendancy at 20:50 see stats
By MELVIN the Ogre Doombringer level 10
10th Flare 122nd year of Ascendancy at 02:46 see stats
By MELVIN the Ogre Doombringer level 20
50th Haze 122nd year of Ascendancy at 17:44 see stats
By MELVIN the Ogre Doombringer level 30
4th Pyre 123rd year of Ascendancy at 12:31 see stats
By MELVIN the Ogre Doombringer level 40
46th Dusk 123rd year of Ascendancy at 04:55 see stats
By MELVIN the Ogre Doombringer level 50
52nd Regrowth 124th year of Ascendancy at 00:26 see stats
By MELVIN the Ogre Doombringer level 26
2nd Regrowth 123rd year of Ascendancy at 10:52 see stats
By MELVIN the Ogre Doombringer level 50
10th Pyre 124th year of Ascendancy at 07:33 see stats
By MELVIN the Ogre Doombringer level 50
24th Dusk 124th year of Ascendancy at 19:43 see stats
By MELVIN the Ogre Doombringer level 50
80th Haze 124th year of Ascendancy at 06:50 see stats
By MELVIN the Ogre Doombringer level 50
65th Regrowth 124th year of Ascendancy at 22:36 see stats
By MELVIN the Ogre Doombringer level 15
5th Haze 122nd year of Ascendancy at 20:11 see stats
By MELVIN the Ogre Doombringer level 42
35th Haze 123rd year of Ascendancy at 14:53 see stats
By MELVIN the Ogre Doombringer level 25
10th Allure 123rd year of Ascendancy at 23:35 see stats
By MELVIN the Ogre Doombringer level 39
40th Dusk 123rd year of Ascendancy at 19:34 see stats
By MELVIN the Ogre Doombringer level 10
10th Flare 122nd year of Ascendancy at 03:05 see stats
By MELVIN the Ogre Doombringer level 50
11st Pyre 124th year of Ascendancy at 01:22 see stats
By MELVIN the Ogre Doombringer level 50
80th Haze 124th year of Ascendancy at 06:52 see stats
By MELVIN the Ogre Doombringer level 50
10th Pyre 124th year of Ascendancy at 09:16 see stats
By MELVIN the Ogre Doombringer level 17
37th Haze 122nd year of Ascendancy at 14:09 see stats
By MELVIN the Ogre Doombringer level 44
66th Haze 123rd year of Ascendancy at 10:00 see stats
By MELVIN the Ogre Doombringer level 25
8th Allure 123rd year of Ascendancy at 23:30 see stats
By MELVIN the Ogre Doombringer level 16
31st Haze 122nd year of Ascendancy at 14:06 see stats
By MELVIN the Ogre Doombringer level 18
39th Haze 122nd year of Ascendancy at 16:36 see stats
By MELVIN the Ogre Doombringer level 34
1st Mirth 123rd year of Ascendancy at 12:05 see stats
By MELVIN the Ogre Doombringer level 50
5th Decay 124th year of Ascendancy at 08:04 see stats
Log
There is an item here: Mandible of Ungolmor (150% power, 12 apr)
There is an item here: Icy Kill (143% power, 10 apr)
There is an item here: Swordbreaker (129% power, 20 apr)
There is an item here: Pouch of the Subconscious (20/20, 147% power, 15 apr)
There is an item here: Eyal's Will (124% power, 40 apr, nature damage)
There is an item here: Tirakai's Maul (154% power, 9 apr)
There is an item here: The Black Maul (182% power, 15 apr)
There is an item here: Ureslak's Femur (164% power, 5 apr)
There is an item here: Cyreriama the Flashobsidian (168% power, 4 apr)
There is an item here: Dragon-helm of Kroltar (5 def, 9 armour)
There is an item here: Xelaith the Flameoath (97% power, 24 apr, mind damage)
There is an item here: Latafayn (180% power, 5 apr)
There is an item here: Chamidrasus the stralite greatmaul (162% power, 3 apr)
There is an item here: Ring of the Archlich
There is an item here: Evermoss Robe (12 def, 0 armour)
There is an item here: Spellblaze Shard (120% power, 10 apr)
There is an item here: Silent Blade (129% power, 10 apr)
There is an item here: Colaryem (159% power, 12 apr)
There is an item here: Borizilahor the Glowgrit (155% power, 2 apr)
There is an item here: Halydelach the Taintwhisper (166% power, 3 apr)
There is an item here: Corpathus (150% power, 12 apr)
Ran for 5 turns (stop reason: object seen).
MELVIN deactivates Flame of Urh'Rok.
MELVIN deactivates Chant of Fortress.
MELVIN deactivates Share the Pain.
MELVIN deactivates Abyssal Shield.
MELVIN deactivates Precise Strikes.
MELVIN deactivates Horrifying Blows.
MELVIN deactivates Eternal Suffering.