















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Multi-Class Challenge (Slight Edit by Rae) 1.7.4Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Psyshot |
| Level / Exp | 100 / 1015% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 217 (base 100) |
| Dexterity | 226 (base 100) |
| Constitution | 152 (base 100) |
| Magic | 214 (base 100) |
| Willpower | 137 (base 100) |
| Cunning | 244.2 (base 100) |
Resources
| Mana | 1083/1083 |
| Equilibrium | 20 |
| Life | 7566/7566 |
| Steam | 117/117 |
| Stamina | 704/704 |
| Psi | 202/202 |
| Healing Factor | 1.7716581059838 |
| Regeneration | 50.647535863414 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +68.69680663202% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 17 |
| Lite | 14 |
| Infravision | 13 |
| See Stealth | 98.114717818987 |
| See Invisible | 88.114717818987 |
Offense: Mainhand
| Damage | 246 |
| Accuracy | 115 |
| Crit Chance | 190% |
| APR | 67 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 275 |
| Accuracy | 101 |
| Crit Chance | 155% |
| APR | 89 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 151 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 118 |
| Crit Chance | 98% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Mind | +19% |
| All | 0% |
| Lightning | +39% |
| Light | +26% |
| Temporal | +56% |
| Physical | +132% |
| Darkness | +36% |
| Fire | +38% |
| Nature | +16% |
Offense: Damage Penetration
| Acid | +30% |
| Temporal | +19% |
| All | 0% |
| Physical | +79% |
| Mind | +69% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 104.77914874187 (56.297102139833%) |
| Defense | 125 |
| Ranged Defense | 138 |
| Fatigue | 0 |
| Physical Save | 108 |
| Spell Save | 112 |
| Mental Save | 88 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 76%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 75%( 75%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 82% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1544 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1544 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 239% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 329% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 27.6 steam per turn. Can be activated for an instant burst of 138 steam. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2680 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Dread | 1.50 |
| 9/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 1/5 |
| 10/5 |
| 1/5 |
| 1/5 |
| Steamtech / Mechstar | 1.50 |
| 10/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.20 |
| 1/5 |
| 1/5 |
| 9/5 |
| 10/5 |
| Steamtech / Psytech gunnery | 1.50 |
| 10/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.50 |
| 6/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.50 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 1/5 |
| 9/5 |
| 9/5 |
| 10/5 |
| Technique / Magical combat | 1.50 |
| 7/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Steamtech / Thoughts of iron | 1.50 |
| 9/5 |
| 1/5 |
| 1/5 |
| 10/5 |
| Steamtech / Avoidance | 1.50 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.70 |
| 1/5 |
| 10/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.50 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.70 |
| 10/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 9/5 |
| 1/5 |
| 9/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 10/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.40 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.20 |
| 9/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.30 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Race / Higher | 1.20 |
| 9/5 |
| 9/5 |
| 5/5 |
| 9/5 |
| Steamtech / Physics | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Spell / Aegis | 1.20 |
| 1/5 |
| 8/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.40 |
| 1/5 |
| 8/5 |
| 8/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Molten Iron Blood |
| talent | Arcane Combat |
| talent | Stone Skin |
| talent | Gestalt |
| talent | Arcane Shield |
| talent | Fiery Hands |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Crystalline Focus |
| talent | Automated Cloak Tessellation |
| talent | Shock Hands |
| talent | Premonition |
| talent | Shielding |
| talent | Mechanical Arms |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Steampower increased by 33. Gestalt |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Sleep (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2530. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed ice ant stinger. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed multi-hued wyrm scale. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 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. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Saloreta the pair of drakeskin leather boots (0 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * 36% chance to reduce strength, dexterity, and constitution by 51 Damage when hit (Melee): 10 acid Changes stats: +11 Dex / +7 Mag / +18 Lck Changes resistances: +15% acid / +6% mind / +6% blight Changes resistances penetration: +25% mind / +30% acid Changes damage: +9% mind Talent granted: +5 Rocket Boots Stealth bonus: +11 Silence immunity: +42% Confusion immunity: +49% Stun/Freeze immunity: +43% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Quiver | Relgoyarab (21/21, 79-95 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 79.0 - 94.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +40.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 356 physical damage On weapon crit: * Wound the target dealing 499 physical damage across 5 turns and reducing healing by 50% Travel speed: +688% Damage Shield penetration (this weapon only): +40% Damage (Ranged): +8 blight Damage (radius 1) on hit: +12 physical When wielded/worn: Ammo reloads per turn: +6 Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Lisytira' Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +12 (+1 eff.) Changes stats: +9 Wil Changes resistances: +15% light Changes resistances penetration: +35% mind Changes damage: +20% light / +15% darkness / +6% arcane Damage affinity(heal): +5% darkness Critical mult.: +18.00% Physical save: +20 (+3 eff.) Spell save: +35 (+6 eff.) Mental save: +17 (+3 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.56 Maximum mana: +40.00 Maximum vim: +20.00 Spell crit. chance: +2% Light radius: +10 Infravision radius: +5 See stealth: +10 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 5.5 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 597.23 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Cracklewalker' (0 def, 7 armour) =silence cut=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +12 Str / +12 Dex / +12 Wil / +15 Cun / +12 Con Changes resistances: +15% blight / +9% temporal / +18% lightning Reduces incoming crit damage: 10.00% Physical save: +8 (+1 eff.) Spell save: +20 (+3 eff.) Mental save: +35 (+7 eff.) Cut immunity: +36% Silence immunity: +70% Disarm immunity: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 8 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +8 Changes stats: +8 Str / +8 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | cool down (dig speed 7 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +9 Physical power: +10 (+1 eff.) Armour: +3 Changes stats: +7 Str Changes resistances: +9% lightning / +9% mind Critical mult.: +23.00% Physical save: +20 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Disarm immunity: +20% Maximum life: +87.00 Lowers spell cool-downs by: 10% Infravision radius: +3 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Frigiddare'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+4 eff.) Armour: +8 Defense: +26 (+3 eff.) Changes stats: +22 Cun / +26 Dex Changes resistances: +3% lightning / +6% darkness / +3% cold / +12% mind / +9% nature Spell save: +4 (+1 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +50% Rings make your fingers look great! |
| On fingers | blind poison diseasePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +15 Defense: +54 (+7 eff.) Changes stats: +13 Dex / +11 Mag / +11 Wil / +13 Cun Changes resistances: +15% blight / +18% acid / +6% darkness / +13% nature Blindness immunity: +10% Poison immunity: +30% Disease immunity: +30% Spellpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 22 power out of 80/80) : Effective talent level: 2.5 Power cost: 22 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
| In main hand | Bogwoe Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce all saves and defense by 55 Travel speed: +600% Damage (radius 1) on hit: +90 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +7.0% Damage when hit (Melee): 6 nature Changes resistances: +3% lightning / +12% light / +9% blight Changes damage: +6% nature / +44% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Spell save: +8 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Eremudukor the drakeskin leather belt Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +6 (+1 eff.) Changes stats: +7 Cun / +8 Dex Changes resistances: +15% fire / +6% arcane / +15% cold Critical mult.: +30.00% Mana each turn: +0.20 Spellpower: +15 (+2 eff.) Mental crit. chance: +15% Damage Shield penetration: +30% A belt that goes around your waist. |
| In off hand | Armadudan the living mindstar (20-22 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 20.0 - 22.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+1 eff.) Changes resistances: +24% lightning / +23% fire / +25% cold / +10% nature / +10% mind Changes resistances penetration: +9% mind / +10% nature Changes damage: +10% mind / +10% nature Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Physical save: +12 (+2 eff.) Stamina each turn: +1.00 Psi when hit: +1.90 Maximum stamina: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +23% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +30% lightning / +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Stun/Freeze immunity: +50% Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 26 power out of 60/60) : Effective talent level: 4.2 Power cost: 26 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 21 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 970.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | elven-silk robe 'Duathelreeve' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 44% Changes stats: +8 Mag Changes resistances: +6% darkness / +15% all Changes resistances penetration: +19% temporal / +21% physical Changes damage: +21% darkness / +46% temporal / +6% light / +50% physical Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Mana each turn: +0.26 Maximum mana: +79.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +11% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 288% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 288% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 345% / cooldown 94%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 345% efficiency and cooldown mod of 94%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 284% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 284% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.1 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 24%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 492; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 492 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the duelist (heal 558; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 558 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -825; dur 6; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -825 life. The duration and life will increase by 1% for every 1% life you have lost (currently 825 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -1126; dur 6; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1126 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1126 life, 6 duration) 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 nature talent. |
heroism infusion of the wizard (die at -1106; dur 6; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1106 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1106 life, 6 duration) 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 nature talent. |
movement infusion of the duelist (speed 1143%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1143% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
movement infusion of the sneak (speed 1133%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 1133% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
movement infusion of the warrior (speed 1257%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1257% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
movement infusion of the wizard (speed 1117%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 1117% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 905; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 905 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, physical, darkness, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 2 physical, 4 darkness, 5 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 732; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 732.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 38; resist 38%; move 59%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 59% faster, and you are invisible (power 38). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1884% over 10 turns; mana 94; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1884% for 10 turns (833 total) and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 53; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 570; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 570 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 749; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 749 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 832; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 832 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 0; blocks 8; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 8 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 203; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 203 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BleakoathInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +4 Con Changes resistances: +30% fire / +30% cold / +6% darkness / +25% temporal Changes damage: +6% darkness / +9% lightning Physical save: +15 (+3 eff.) Mental save: +21 (+4 eff.) Pinning immunity: +46% Knockback immunity: +50% Life regen: +11.00 Maximum life: +73.00 Maximum psi: +30.00 Mindpower: +10 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
BolttouchInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Changes resistances: +9% lightning / +14% light / +18% darkness Changes resistances penetration: +15% lightning Changes damage: +6% arcane Blindness immunity: +36% Life regen: +2.00 Amulets make your neck look great! |
ElybrewynInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Defense: +40 (+5 eff.) Effects on melee hit: * 26% chance to reduce all saves and defense by 55 Changes stats: +40 Lck Changes resistances: +6% mind / +30% temporal Changes resistances penetration: +10% mind Physical save: +6 (+1 eff.) Silence immunity: +26% Disarm immunity: +20% Pinning immunity: +40% Knockback immunity: +60% Life regen: +4.00 Reduce all damage from unseen attackers: 37% Amulets make your neck look great! |
Emedhetira the HellstrialPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +6 Mag Changes resistances: +12% fire / +8% arcane / +6% darkness Changes resistances cap: +7% all Changes damage: +8% temporal / +8% light / +8% physical / +6% fire / +18% arcane / +8% darkness Talent masteries: +0.40 Cunning / Survival +0.40 Psionic / Gestalt Physical save: +27 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
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 (+1 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. |
Galurek the TideprophetInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Changes stats: +2 Str / +9 Dex Changes resistances: +15% cold Changes resistances penetration: +10% physical Changes damage: +15% physical Physical save: +22 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +20 (+4 eff.) Cut immunity: +80% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 16 cooldown : Effective talent level: 2.5 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 609 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 5.5 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1508.28 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glarespawner the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Armour: +4 Changes resistances: +25% lightning / +9% temporal / +18% mind / +9% acid Talent masteries: +0.40 Technique / Combat techniques +0.40 Spell / Fire Critical mult.: +20.00% Physical save: +12 (+2 eff.) Stun/Freeze immunity: +50% Vim when firing critical spell: +2.00 Only die when reaching: -40.00 life Spell crit. chance: +2% Light radius: +4 Amulets make your neck look great! |
Hanoleg the GlowriverInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 2 arcane Changes stats: +29 Dex / +10 Cun / +10 Con Changes resistances: +5% arcane / +9% light Changes damage: +12% light / +6% mind Life regen: +4.00 Stamina each turn: +1.50 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
Islenn the ChargeoraclePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +1 Armour: +2 Defense: +20 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +10 Str / +1 Dex / +6 Mag / +10 Cun Changes resistances: +9% lightning / +1% physical Changes damage: +8% temporal / +8% light / +8% physical / +3% mind / +8% darkness Critical mult.: +15.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 1324 strength, based on Magic) for 6 turns Activation costs 11 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 13 power out of 60/60) : Effective talent level: 4.5 Power cost: 13 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 62 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Shiverdream the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage when hit (Melee): 4 cold Changes stats: +6 Mag Changes resistances: +12% light / +15% physical Changes resistances penetration: +5% light / +29% cold Changes damage: +9% cold Talent masteries: +0.39 Steamtech / Mechstar +0.39 Spell / Enhancement Stamina each turn: +1.20 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets make your neck look great! |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 2071.76 physical damage (based on Magic) in a radius of 3 Activation costs 26 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Tulylematar the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 2 arcane Changes resistances: +6% acid / +26% fire / +5% arcane / +19% cold Changes resistances penetration: +20% arcane Blindness immunity: +28% Life regen: +3.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
UmbrabrandPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag / +16 Wil Changes resistances penetration: +15% mind / +20% temporal Changes damage: +14% darkness / +8% temporal / +8% light / +6% physical Mental save: +15 (+3 eff.) Confusion immunity: +25% Psi when hit: +0.16 Maximum psi: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +14 (+2 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 26 power out of 60/60) : Effective talent level: 3.5 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
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 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zanahell the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+1 eff.) Changes stats: +8 Str / +10 Dex / +17 Wil / +5 Cun Changes resistances: +22% fire / +7% arcane / +29% cold Changes resistances cap: +7% all Changes resistances penetration: +10% arcane Changes damage: +12% mind Critical mult.: +15.00% Physical save: +27 (+5 eff.) Equilibrium when hit: +0.08 Amulets make your neck look great! |
stralite amulet 'Hathildir'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +2 Cun Changes resistances penetration: +10% mind Changes damage: +7% temporal / +6% light / +6% physical / +12% mind / +6% darkness Mental save: +13 (+3 eff.) Cut immunity: +80% Confusion immunity: +18% Spellpower: +3 (+0 eff.) Spell crit. chance: +5% Mindpower: +22 (+3 eff.) Mental crit. chance: +3% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 16 cooldown : Effective talent level: 3.5 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 703 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Deepsmight'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +10 (+1 eff.) Effects on melee hit: * 26% chance to reduce damage dealt by 44% * 26% chance to reduce strength, dexterity, and constitution by 51 Changes stats: +17 Mag Changes resistances: +3% blight Changes resistances penetration: +15% physical Changes damage: +8% acid / +8% temporal / +8% light / +8% lightning / +8% fire / +8% cold / +8% physical / +23% darkness Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum mana: +60.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +11% Amulets make your neck look great! |
Blindwisp =blind stamina=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +3 Armour: +4 Defense: +50 (+7 eff.) Changes stats: +12 Dex / +8 Cun / +2 Con Changes resistances: +6% mind / +3% fire Changes resistances penetration: +10% darkness Blindness immunity: +45% Stamina each turn: +4.00 Infravision radius: +6 See stealth: +25 See invisible: +25 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 6.6 Power cost: 18 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 47% for 5 turns. Rings make your fingers look great! |
BoltnightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 11 lightning Changes stats: +8 Dex / +5 Mag / +7 Cun Changes resistances: +15% blight Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +3.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Rings make your fingers look great! |
BoltnightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 11 lightning Changes stats: +8 Dex / +5 Mag / +7 Cun Changes resistances: +15% blight Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +3.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Rings make your fingers look great! |
Daireromikalthogar the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Changes stats: +2 Wil / +4 Mag Changes resistances: +12% blight / +15% temporal / +15% nature / +20% arcane Changes resistances penetration: +20% temporal Changes damage: +20% arcane / +7% all Reduces incoming crit damage: 10.00% Poison immunity: +23% Disease immunity: +26% Spellpower: +20 (+2 eff.) Mindpower: +19 (+3 eff.) Light radius: +4 See invisible: +12 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elenaldir the gold ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +44% acid / +20% fire Changes damage: +22% acid / +10% fire Critical mult.: +20.00% Maximum hate: +2.00 Mental crit. chance: +3% Rings make your fingers look great! |
Emagathra =blind conf stun=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +12% blight / +6% fire Changes resistances penetration: +20% arcane Physical save: +3 (+1 eff.) Spell save: +39 (+7 eff.) Blindness immunity: +10% Poison immunity: +34% Cut immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +42% Life regen: +9.00 Maximum stamina: +80.00 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 328.61 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 14 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Geravea the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +14 Defense: +12 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +6 Mag Maximum encumbrance: +29 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
GlareransomInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Defense: +17 (+2 eff.) Changes resistances: +21% blight / +40% fire / +13% nature / +9% light Changes resistances penetration: +15% blight / +15% light Changes damage: +20% fire Poison immunity: +30% Disease immunity: +30% Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Halanarihek =poisin disease crit=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 55 Damage (Melee): 26 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 55 Damage (Ranged): 35 physical Changes stats: +7 Wil / +10 Cun / +9 Con Changes resistances: +15% nature / +15% blight Critical mult.: +29.08% Physical save: +18 (+3 eff.) Poison immunity: +26% Disease immunity: +30% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ivoldama the BrightveinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light Changes stats: +7 Dex / +10 Con Changes resistances: +12% blight / +3% temporal Changes resistances penetration: +5% blight Changes damage: +12% light / +15% blight Physical save: +20 (+3 eff.) Life regen: +20.00 Maximum life: +79.00 Light radius: +4 Healing mod.: +17% Rings make your fingers look great! |
Layinor the Coalbrace =poison disease=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Defense: +17 (+2 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +20% physical / +12% darkness / +15% blight / +20% nature / +3% mind Changes resistances penetration: +25% darkness / +10% fire Changes damage: +27% darkness / +20% physical / +9% nature / +6% mind Poison immunity: +25% Disease immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 13 power out of 30/30) : Effective talent level: 3.5 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
MuckserpentInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 86% * 29% chance to reduce armor by 62% Damage when hit (Melee): 8 acid Changes resistances: +18% acid / +3% temporal Changes resistances penetration: +5% nature Changes damage: +6% temporal Physical save: +16 (+3 eff.) Spell save: +17 (+3 eff.) Mental save: +14 (+3 eff.) Stun/Freeze immunity: +49% Life regen: +29.00 Maximum life: +81.00 Healing mod.: +20% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 22 power out of 50/50) : Effective talent level: 3.5 Power cost: 22 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
PitchstreakCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+2 eff.) Armour: +8 Changes stats: +3 Dex / +1 Mag / +6 Con Changes resistances: +12% darkness Physical save: +17 (+3 eff.) Spell save: +38 (+6 eff.) Mental save: +18 (+4 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Maximum stamina: +69.00 Rings make your fingers look great! |
Ragibers the ArcbraidPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +6% light Blindness immunity: +51% Mindpower: +7 (+1 eff.) Light radius: +1 Infravision radius: +7 See stealth: +15 See invisible: +19 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
StrikewardInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +18 (+2 eff.) Changes stats: +10 Str / +9 Cun / +9 Con Changes resistances: +9% acid / +24% blight / +3% fire / +18% nature / +6% cold Changes resistances penetration: +20% light / +10% lightning Changes damage: +24% lightning Poison immunity: +30% Disease immunity: +29% Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.12 cold and 53.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 26 power out of 60/60. This azure ring seems to be always moist to the touch. |
Vilesquall the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +5 Str / +3 Dex / +5 Wil / +5 Cun / +5 Con Changes damage: +3% nature Blindness immunity: +25% Mindpower: +7 (+1 eff.) Infravision radius: +4 See stealth: +10 See invisible: +7 Rings make your fingers look great! |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 5.5 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 458.01 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +18% lightning / +30% cold Changes resistances penetration: +10% lightning / +5% light Changes damage: +9% lightning / +15% cold Mental save: +10 (+2 eff.) Disarm immunity: +38% Confusion immunity: +29% Pinning immunity: +36% Knockback immunity: +26% Maximum life: +28.00 Light radius: +2 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubabressra the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Changes resistances: +7% arcane / +12% cold Changes damage: +6% physical Spell save: +9 (+2 eff.) Blindness immunity: +37% Disease immunity: +27% Stun/Freeze immunity: +50% Teleport immunity: +20% Life regen: +29.00 Maximum life: +95.00 Infravision radius: +6 See stealth: +25 See invisible: +21 Healing mod.: +20% Rings make your fingers look great! |
confusion zappingInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 55 Damage (Ranged): 35 physical Damage when hit (Melee): 10 arcane Changes stats: +10 Cun Changes resistances: +38% lightning / +6% arcane Changes damage: +19% lightning Mental save: +26 (+5 eff.) Confusion immunity: +33% Life regen: +20.00 Hate when firing a critical mind attack: +3.00 Maximum life: +92.00 Maximum hate: +21.00 Mental crit. chance: +1% Healing mod.: +19% It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
gold ring 'Terion'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +7 (+1 eff.) Confusion immunity: +23% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Rings make your fingers look great! |
stunningPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Changes stats: +3 Str / +8 Wil / +8 Cun / +3 Con Changes resistances: +27% acid / +29% fire / +27% lightning / +30% cold Changes damage: +21% fire / +8% all Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +20 (+2 eff.) Mindpower: +35 (+5 eff.) Infravision radius: +3 See invisible: +6 Rings make your fingers look great! |
voratun ring 'Blazewire'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +35 (+5 eff.) Changes stats: +8 Mag / +7 Wil / +18 Cun Changes damage: +9% lightning / +9% mind Spellpower: +15 (+2 eff.) Mental crit. chance: +3% Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 6.6 Power cost: 18 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 47% for 5 turns. Rings make your fingers look great! |
voratun ring 'Flamewinnow'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Defense: +17 (+2 eff.) Changes stats: +3 Str / +2 Dex / +8 Mag / +8 Cun / +2 Con Changes resistances: +40% acid / +6% fire Changes resistances penetration: +5% fire Changes damage: +20% acid Spellpower: +15 (+2 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Kindlewoe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +16 Armour: +8 Defense: +16 (+2 eff.) Changes stats: +1 Str / +2 Mag Changes resistances: +43% fire Changes damage: +20% fire Reduces incoming crit damage: 15.00% Physical save: +16 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +24 (+5 eff.) Disease immunity: +29% Cut immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Vorelramina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex / +6 Con Changes resistances: +32% acid / +9% fire / +3% blight Changes damage: +16% acid Physical save: +12 (+2 eff.) Blindness immunity: +10% Confusion immunity: +10% Healing mod.: +10% Rings make your fingers look great! |
Stormmoon (16-18 power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +12 lightning / +12 physical When wielded/worn: Damage (Melee): 18 physical Changes stats: +2 Str / +3 Wil / +6 Con Changes resistances: +25% mind / +17% physical Changes resistances penetration: +17% physical Changes damage: +9% blight / +20% physical / +21% mind Talent granted: +1 Attune Mindstar Physical save: +6 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +19 (+4 eff.) Psi each turn: +1.50 Equilibrium when hit: +2.00 Maximum stamina: +40.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tulidedan the Eclipselash (16-17 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Defense: +10 (+1 eff.) Effects on melee hit: * 30% chance to reduce damage dealt by 44% Damage (Melee): 9 lightning / 10 physical / 8 cold / 8 acid / 10 fire Changes resistances: +10% lightning / +10% physical / +13% fire / +3% blight / +10% cold / +9% nature / +10% acid Changes damage: +6% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +23 (+5 eff.) Blindness immunity: +20% Hate per kill: +5.00 Psi per kill: +5.00 Only die when reaching: -60.00 life Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to inflict 295.12 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 9 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Elumira the AbyssquakeRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 4.0 - 4.4 Uses stat: Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Crit. chance: +1.0% Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +8 fire When wielded/worn: Accuracy: +30 (+4 eff.) Physical crit. chance: +30.0% Physical power: +15 (+2 eff.) Armour: +10 Changes stats: +2 Con Changes resistances: +1% physical Changes resistances penetration: +20% arcane Changes damage: +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Vim when firing critical spell: +3.00 Mindpower: +5 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
Blastwreath (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+4 eff.) Physical crit. chance: +20.0% Physical power: +30 (+3 eff.) Effects on melee hit: * 36% chance to slow global speed by 86% * 30% chance to reduce damage dealt by 44% Changes resistances: +6% temporal / +9% arcane / +9% nature Changes resistances penetration: +15% lightning / +10% darkness Changes damage: +9% lightning / +30% darkness / +18% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +35 (+4 eff.) Spell crit. chance: +28% Staves designed for wielders of magic, by the greats of the art. |
Dawntrencher the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+1 eff.) Changes stats: +11 Mag / +13 Wil Changes resistances penetration: +20% blight / +10% mind / +5% light / +15% arcane Critical mult.: +35.00% Spell save: +15 (+3 eff.) Maximum mana: +60.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Size category: +1 A belt that goes around your waist. |
4116 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. |
15 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 AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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. |
15 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. |
14 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 (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 88 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. |
amazing fiery salve [power 90] amazing fiery salve [power 90]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (90% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing frost salve [power 90] amazing frost salve [power 90]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (90% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing healing salve [power 1294] amazing healing salve [power 1294]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. It can be used to heal 1294 Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. |
amazing pain suppressor salve [power 1132] amazing pain suppressor salve [power 1132]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -1132 life and reduces all damage by 33% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 5 turns. Medical salve. |
amazing unstoppable force salve [power 359] amazing unstoppable force salve [power 359]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 359 and healing factor by half Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing water salve [power 90] amazing water salve [power 90]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 329% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (90% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 13 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
11 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Estel the Higher Psyshot level 45
52nd Regrowth 123rd year of Ascendancy at 14:11 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Estel the Higher Psyshot level 76
33rd Pyre 123rd year of Ascendancy at 21:32 see stats
Against all odds
Killed Ukruk in the ambush.By Estel the Higher Psyshot level 45
51st Regrowth 123rd year of Ascendancy at 00:26 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Estel the Higher Psyshot level 66
31st Pyre 123rd year of Ascendancy at 22:23 see stats
Brave new world
Went to the Far East and took part in the war.By Estel the Higher Psyshot level 62
28th Pyre 123rd year of Ascendancy at 01:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Estel the Higher Psyshot level 40
47th Regrowth 123rd year of Ascendancy at 00:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Estel the Higher Psyshot level 17
30th Haze 122nd year of Ascendancy at 13:00 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Estel the Higher Psyshot level 57
3rd Pyre 123rd year of Ascendancy at 05:28 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Estel the Higher Psyshot level 34
71st Haze 122nd year of Ascendancy at 22:52 see stats
Earth Master
Killed Harkor'Zun.By Estel the Higher Psyshot level 39
5th Decay 122nd year of Ascendancy at 06:02 see stats
Exterminator
Killed 1000 creatures.By Estel the Higher Psyshot level 34
70th Haze 122nd year of Ascendancy at 22:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Estel the Higher Psyshot level 25
61st Haze 122nd year of Ascendancy at 03:01 see stats
Fear me not!
Survived the Fearscape!By Estel the Higher Psyshot level 32
64th Haze 122nd year of Ascendancy at 02:46 see stats
Guiding Hand
Saved all escorted adventurers.By Estel the Higher Psyshot level 58
8th Pyre 123rd year of Ascendancy at 14:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Estel the Higher Psyshot level 36
74th Haze 122nd year of Ascendancy at 00:04 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Estel the Higher Psyshot level 67
31st Pyre 123rd year of Ascendancy at 23:45 see stats
Level 10
Got a character to level 10.By Estel the Higher Psyshot level 10
34th Dusk 122nd year of Ascendancy at 12:28 see stats
Level 20
Got a character to level 20.By Estel the Higher Psyshot level 20
59th Haze 122nd year of Ascendancy at 17:48 see stats
Level 30
Got a character to level 30.By Estel the Higher Psyshot level 30
63rd Haze 122nd year of Ascendancy at 04:11 see stats
Level 40
Got a character to level 40.By Estel the Higher Psyshot level 40
42nd Regrowth 123rd year of Ascendancy at 23:55 see stats
Level 50
Got a character to level 50.By Estel the Higher Psyshot level 50
1st Pyre 123rd year of Ascendancy at 23:39 see stats
Overpowered!
Did over 6000 damage in one attack.By Estel the Higher Psyshot level 55
2nd Pyre 123rd year of Ascendancy at 17:28 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Estel the Higher Psyshot level 100
24th Dusk 123rd year of Ascendancy at 23:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Estel the Higher Psyshot level 39
5th Regrowth 123rd year of Ascendancy at 16:26 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Estel the Higher Psyshot level 34
64th Haze 122nd year of Ascendancy at 22:56 see stats
Size is everything
Did over 1500 damage in one attack.By Estel the Higher Psyshot level 34
70th Haze 122nd year of Ascendancy at 19:52 see stats
Size matters
Did over 600 damage in one attack.By Estel the Higher Psyshot level 27
62nd Haze 122nd year of Ascendancy at 20:06 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Estel the Higher Psyshot level 58
13rd Pyre 123rd year of Ascendancy at 11:47 see stats
The Arena
Unlocked Arena mode.By Estel the Higher Psyshot level 7
4th Mirth 122nd year of Ascendancy at 06:39 see stats
The bigger the better!
Did over 3000 damage in one attack.By Estel the Higher Psyshot level 44
50th Regrowth 123rd year of Ascendancy at 13:25 see stats
The secret city
Discovered the truth about mages.By Estel the Higher Psyshot level 13
75th Dusk 122nd year of Ascendancy at 10:29 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Estel the Higher Psyshot level 81
69th Pyre 123rd year of Ascendancy at 11:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Estel the Higher Psyshot level 28
62nd Haze 122nd year of Ascendancy at 22:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Estel the Higher Psyshot level 22
60th Haze 122nd year of Ascendancy at 06:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Estel the Higher Psyshot level 44
50th Regrowth 123rd year of Ascendancy at 11:30 see stats
Log
A psionic shield forms around Estel.












































































































































































































































