Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ToME Russian translation (Русский перевод) 1.7.5This addon translates ToME to Russian language. Это дополнение обеспечивает перевод игры на русский язык. На текущий момент переведено: Tales of Maj'Eyal: Age of Ascendancy (основная игра) – 100%; Данное дополнение создаётся в качестве литературного перевода, призванного передать дух игры. Работа авторами ведётся полностью самостоятельно, без использования труда третьих лиц. КАК УСТАНОВИТЬ: КАК ВКЛЮЧИТЬ РУССКИЙ ЯЗЫК В ИГРЕ: После этого игра перезапустит текущего персонажа. Отныне для этого и всех новых персонажей игра будет на русском языке. Новое в версии 1.3.0: – Завершён перевод официального дополнения Forbidden Cults; Перевод всего контента игры завершён. Дальнейшие обновления будут выходить по мере появления нового контента в самой игре или накопления значительного количества правок. Если Вы столкнулись с ошибками в переводе, у Вас есть предложения или Вы просто хотите оставить отзыв, оставьте комментарий ниже, напишите сообщение на канале "Перевод" русскоязычного discord по Tales of Maj'Eyal ( https://discord.gg/gNq4UC7 ) или посетите страницу форума ( https://forums.te4.org/viewtopic.php?f=50&t=53239 ). P.S. This addon wouldn't be possible without translation tools provided by the most amazing person - OtowaKotori. And thanks to DG, he's fine too! ;-) Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 50 / 3725% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 185 (base 60) |
Dexterity | 133 (base 44) |
Constitution | 75 (base 14) |
Magic | 66 (base 11) |
Willpower | 102 (base 62) |
Cunning | 136 (base 62) |
Resources
Life | 1695/1695 |
Equilibrium | 30 |
Psi | 122/175 |
Healing Factor | 1.3995578233781 |
Regeneration | 22.534832840347 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +48.18330640608% |
Spell | 0% |
Global | +156.28115294937% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 70.254422990471 |
See Invisible | 70.254422990471 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 209 |
Accuracy | 106 |
Crit Chance | 165% |
APR | 109 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 106 |
Crit Chance | 165% |
APR | 109 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 67% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 74% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +27% |
Light | +10% |
Cold | +22% |
Darkness | +27% |
Physical | +112% |
Fire | +22% |
All | +7% |
Offense: Damage Penetration
Darkness | +49% |
Light | +45% |
Nature | +60% |
Blight | +40% |
Physical | +103% |
Mind | +70% |
All | +35% |
Defense: Base
Armour (hardiness) | 73 (68.304188961773%) |
Defense | 104 |
Ranged Defense | 108 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 49 |
Mental Save | 59 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 49%( 70%) |
All | + 37%( 70%) |
Lightning | + 67%( 70%) |
Light | + 39%( 70%) |
Temporal | + 41%( 70%) |
Physical | + 59%( 70%) |
Fire | + 50%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 85% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 1158% 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. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 415 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse 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 10 turns. While Heroism is active, you will only die when reaching -1296 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1296 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 Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 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 5 turns. While Heroism is active, you will only die when reaching -1136 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1136 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented striking | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Charged Aura |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Augmentation |
talent | Skate |
talent | Beyond the Flesh |
talent | Antimagic Shield |
talent | Charged Shield |
talent | Kinetic Aura |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | 17% chance to stun any foes hit. Wrath of the Wilds |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | Increases global speed by 56%. Quick |
beneficial effect | The target's combat attack and crit chance are improved by 36 and 18%, respectively. Perfect control |
beneficial effect | Your telekinesis transcends normal limits. +19 Physical damage and +13% Physical damage penetration, and improved kinetic effects. Transcendent Telekinesis |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Nerevena the stone troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by netherworm mass. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Filio Flightfond. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): ExterminatorYou completed the challenge and received: Random Artifact: Issabers (124% power, 42 apr, nature damage) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 76): Mirror MatchYou completed the challenge and received: Random Artifact: Carrionvice (173% power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 77): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 79): Mirror MatchYou completed the challenge and received: Random Artifact: Pusmire | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 82): Near SightedYou completed the challenge and received: Random Artifact: Phoenixlash (157% power, 6 apr, physical element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 84): Pacifist | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 4615. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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
Psionic focus | Urthuharandil (188% power, 4 apr) Urthuharandil (188% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 Power: 189% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 25 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +21 Physical crit. chance: +22.0% Armour: +8 Changes stats: +26 Str / +14 Dex / +17 Mag / +16 Wil / +16 Cun / +17 Con Changes damage: +21% physical Critical mult.: +45.00% Massive two-handed battleaxes. |
Quiver | Arkul's Siege Arrows (14/14, 194% power, 100 apr) Arkul's Siege Arrows (14/14, 194% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 194% Range: 1.4x Uses stats: 81% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
On hands | Bethiyalle the Blindpain (0 def, 3 armour) Bethiyalle the Blindpain (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +7 Cun Changes resistances penetration: +25% mind Critical mult.: +15.00% Equilibrium when hit: +0.28 Maximum psi: +50.00 Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Power: 163% Range: 1.1x Uses stats: 47% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Galaran the Gleamoath Galaran the GleamoathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +5 Wil Changes resistances: +9% blight / +5% arcane Changes resistances penetration: +10% all Changes damage: +3% light Critical mult.: +16.00% Maximum life: +57.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Cyratha the Starspiker (10 def, 10 armour) Cyratha the Starspiker (10 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +4.0% Physical power: +25 (+5 eff.) Armour: +10 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +19 Str / +7 Dex Changes resistances penetration: +10% light Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5244.4 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | piercing voratun torque of psionic shield [power 139] (16/22 cooldown) piercing voratun torque of psionic shield [power 139] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 139 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Garin GarinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 6 acid Critical mult.: +20.40% Reduces incoming crit damage: 15.30% Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +49% Equilibrium when hit: +0.12 Maximum life: +65.00 Mental crit. chance: +6% Rings make your fingers look great! |
On fingers | Duredradar DuredradarCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 37 Damage (Melee): 33 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 37 Damage (Ranged): 34 physical Changes stats: +9 Str / +8 Cun / +10 Con Changes resistances: +3% light / +6% temporal / +9% nature / +6% cold Physical save: +17 (+5 eff.) Spell save: +27 (+9 eff.) Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 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! |
Around neck | voratun amulet 'Searfoe' voratun amulet 'Searfoe'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Fatigue: -8% Changes stats: +10 Dex / +1 Wil / +9 Cun / +13 Con Changes resistances: +20% lightning / +6% fire Changes damage: +15% fire Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +50% Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
In main hand | voratun waraxe 'Gluserin' (165% power, 6 apr) voratun waraxe 'Gluserin' (165% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +23.0% Changes stats: +1 Mag Changes resistances penetration: +5% blight Critical mult.: +49.00% Mana when firing critical spell: +2.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% One-handed war axes. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 5.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 73 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | voratun waraxe 'Venomstreak' (165% power, 6 apr) voratun waraxe 'Venomstreak' (165% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +4 nature When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 66% Changes stats: +4 Con Changes resistances penetration: +25% nature / +15% physical Critical mult.: +35.00% Disarm immunity: +35% Mindpower: +10 (+2 eff.) One-handed war axes. |
Cloak | Glintslice (3 def, 0 armour) Glintslice (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Defense: +3 (+1 eff.) Changes resistances: +12% lightning / +15% fire / +23% nature Changes resistances penetration: +25% physical Critical mult.: +30.00% Stealth bonus: +15 Light radius: +3 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Urthihek' (5 def, 10 armour) elven-silk robe 'Urthihek' (5 def, 10 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Changes stats: +8 Str / +8 Mag / +6 Wil Changes resistances: +15% lightning / +13% cold / +15% all Changes resistances penetration: +15% physical / +10% mind / +14% darkness Changes damage: +20% lightning / +50% physical / +20% darkness / +15% cold Physical save: +28 (+7 eff.) Only die when reaching: -80.00 life Maximum hate: +12.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 20%; 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% 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 sneak (heal 349; cd 12) healing infusion of the sneak (heal 349; cd 12)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 instantly heal yourself for 349 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 190; cd 15) healing infusion of the titan (heal 190; cd 15)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 438; cd 10) healing infusion of the warrior (heal 438; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 438 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -780; dur 6; cd 27) heroism infusion of the sneak (die at -780; dur 6; cd 27)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: 28 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 -780 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 780 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. |
movement infusion of the sneak (speed 1068%; cd 8) movement infusion of the sneak (speed 1068%; cd 8)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1068% 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. |
regeneration infusion of the warrior (heal 689; 16 cd) regeneration infusion of the warrior (heal 689; 16 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 689 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 41%; mental, physical; dur 3; cd 15) wild infusion of the psychic (res 41%; mental, physical; dur 3; cd 15)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; mental, magical; dur 4; cd 12) wild infusion of the titan (res 33%; mental, magical; dur 4; cd 12)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 cure yourself of one random mental and magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 54%; magical; dur 3; cd 12) wild infusion of the warrior (res 54%; magical; dur 3; cd 12)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 cure yourself of one random magical effect and reduce all damage taken by 54% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (558.00 temporal damage, removed from time 4 turns) Rune of the Rift (558.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 597.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar 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 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 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. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 5.5 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet of willpower (+3) clarifying copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +21% Disease immunity: +22% Amulets make your neck look great! |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +13% blight Poison immunity: +24% Disease immunity: +21% Amulets make your neck look great! |
grounding steel amulet of cunning (+4) grounding steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
restful copper amulet of constitution (+2) restful copper amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Life regen: +2.00 Amulets make your neck look great! |
voratun amulet 'Balelathagen' voratun amulet 'Balelathagen'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Fatigue: -9% Changes stats: +9 Dex / +1 Wil Changes resistances: +6% acid / +3% cold / +2% physical Changes resistances penetration: +5% mind Physical save: +25 (+7 eff.) Spell save: +25 (+8 eff.) Mental save: +17 (+5 eff.) Life regen: +4.00 Maximum life: +20.00 Maximum hate: +4.00 Amulets make your neck look great! |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +6 Cun / +5 Con Life regen: +1.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
wanderer's stralite amulet of strength (+6) wanderer's stralite amulet of strength (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +6 Str / +7 Dex / +6 Cun / +7 Con Life regen: +3.00 Stamina each turn: +1.10 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chamudil ChamudilInfused 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 reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 4 blight Changes resistances: +13% blight / +15% nature / +38% lightning Changes damage: +19% lightning / +3% blight Poison immunity: +23% Disease immunity: +22% Disarm immunity: +44% Pinning immunity: +41% Knockback immunity: +49% Psi when hit: +0.20 Maximum life: +48.00 Rings make your fingers look great! |
Cyrunne CyrunnePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag / +5 Wil Changes resistances: +3% temporal Changes damage: +6% temporal Mental save: +5 (+2 eff.) Disarm immunity: +44% Confusion immunity: +38% Pinning immunity: +32% Knockback immunity: +31% Maximum life: +40.00 Spellpower: +11 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Inertial Twine 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 (+3 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. |
Islama IslamaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +15% acid Changes resistances penetration: +15% arcane Changes damage: +9% arcane Spellpower: +38 (+12 eff.) Spell crit. chance: +3% Mindpower: +9 (+2 eff.) Rings make your fingers look great! |
Islotira the Woepunish Islotira the WoepunishInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes resistances: +30% nature / +24% lightning Changes resistances penetration: +25% darkness Changes damage: +15% nature / +21% darkness Blindness immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
Relgusalen RelgusalenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +18% lightning / +6% temporal / +5% arcane Mental save: +18 (+5 eff.) Pinning immunity: +20% Stun/Freeze immunity: +34% Life regen: +12.00 Maximum life: +60.00 Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +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. |
Sunweeper SunweeperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +39% lightning / +12% light / +6% nature Changes damage: +15% lightning / +30% fire Rings make your fingers look great! |
Turachak the Blazefoe Turachak the BlazefoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes damage: +6% light Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +22% Life regen: +2.00 Healing mod.: +5% Rings make your fingers look great! |
Velonor the Greenlash Velonor the GreenlashPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Damage (Melee): 31 light Damage (Ranged): 32 light Changes stats: +6 Con / +6 Mag Changes resistances penetration: +5% nature Changes damage: +20% light Maximum encumbrance: +40 Spell save: +28 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Maximum stamina: +40.00 Spellpower: +10 (+3 eff.) Damage Shield penetration: +32% Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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 Hunter 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. |
gladiator's stralite ring of tenacity gladiator's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +8 Con Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +22.00 Rings make your fingers look great! |
gold ring 'Cyraldawen' gold ring 'Cyraldawen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Dex / +3 Mag / +4 Con Changes resistances: +3% physical Changes resistances penetration: +10% physical Mental save: +10 (+3 eff.) Confusion immunity: +28% Maximum stamina: +20.00 Rings make your fingers look great! |
gold ring of life gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +8.00 Maximum life: +60.00 Healing mod.: +13% Rings make your fingers look great! |
mule's gold ring of clarity mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. savage's copper ring of pilferingsavage's copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +16.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 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! |
savior's gold ring of misery savior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 37 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 37 Damage (Ranged): 14 physical Changes stats: +3 Cun Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
solipsist's gold ring of speed solipsist's gold ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +10 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 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 32% for 5 turns. Rings make your fingers look great! |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +9.00 Maximum life: +65.00 Healing mod.: +16% Rings make your fingers look great! |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
treant's copper ring treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +10% Rings make your fingers look great! |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +7% blight Poison immunity: +11% Disease immunity: +16% Rings make your fingers look great! |
treant's gold ring of frost (+7%) treant's gold ring of frost (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% blight / +20% cold / +8% nature Changes damage: +10% cold Poison immunity: +17% Disease immunity: +18% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +14 (+5 eff.) Rings make your fingers look great! |
voratun ring 'Layitha' voratun ring 'Layitha'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 37 Damage (Melee): 14 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 37 Damage (Ranged): 35 physical Changes stats: +17 Cun / +9 Dex Changes resistances: +6% mind Mental save: +9 (+3 eff.) Disarm immunity: +46% Pinning immunity: +44% Knockback immunity: +50% Equilibrium when hit: +0.20 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +43.00 Maximum hate: +17.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 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! |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
warrior's gold ring of frost (+30%) warrior's gold ring of frost (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +30% cold Changes damage: +15% cold Rings make your fingers look great! |
warrior's gold ring of life warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +8.00 Maximum life: +48.00 Healing mod.: +13% Rings make your fingers look great! |
Eksatin's Ultimatum (189% power, 25 apr) Eksatin's Ultimatum (189% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 190% Range: 1.5x Uses stat: 151% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Lorivon the Abyssbolt (199% power, 4 apr) Lorivon the Abyssbolt (199% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 200% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +17 Changes stats: +6 Wil Changes resistances: +9% fire Changes resistances penetration: +13% all Changes damage: +9% fire Massive two-handed battleaxes. |
Rimeslice the voratun battleaxe (185% power, 4 apr) Rimeslice the voratun battleaxe (185% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +16 light / +12 cold Damage (radius 1) on hit: +16 blight Damage against: +7% Undead When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +16 (+3 eff.) Damage when hit (Melee): 2 cold Changes resistances: +21% cold Disarm immunity: +66% Massive two-handed battleaxes. |
Mandible of Ungolmor (167% power, 12 apr) Mandible of Ungolmor (167% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 167% Range: 1.3x Uses stats: 41% Wil, 71% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (136% power, 20 apr) Shantiz the Stormblade (136% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 137% Range: 1.3x Uses stat: 116% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (150% power, 20 apr) Swordbreaker (150% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 150% Range: 1.3x Uses stat: 108% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
stralite dagger 'Runehir' (153% power, 9 apr) stralite dagger 'Runehir' (153% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 153% Range: 1.3x Uses stats: 58% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +11 Dex / +7 Mag / +17 Wil / +9 Cun / +16 Con Maximum life: +54.00 Sharp, short and deadly. |
voratun dagger 'Shockworm' (165% power, 9 apr) voratun dagger 'Shockworm' (165% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 58% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +14 light Damage (radius 2) on crit: +4 lightning Damage against: +17% Undead When wielded/worn: Physical crit. chance: +23.0% Physical power: +11 (+2 eff.) Changes resistances: +18% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Mayusenne the voratun greatmaul (193% power, 4 apr) Mayusenne the voratun greatmaul (193% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 194% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +14 Physical crit. chance: +14.0% Changes stats: +13 Str Changes resistances: +12% acid Changes damage: +3% arcane / +21% physical Critical mult.: +47.00% Disarm immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +60.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Blindward' (169% power, 2 apr)steel greatmaul 'Blindward' (169% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 37 Damage (Melee): +26 light Damage (radius 1) on hit: +24 light / +20 mind When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 37 Changes stats: +8 Cun Changes damage: +9% light / +18% fire Hate when firing a critical mind attack: +6.00 Massive two-handed mauls. |
voratun greatmaul 'Charion' (189% power, 4 apr) voratun greatmaul 'Charion' (189% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 189% Range: 1.5x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28 arcane resource burn Damage (Melee): +16 acid When wielded/worn: Changes stats: +16 Con / +7 Wil Changes resistances: +21% acid / +14% lightning / +20% fire / +21% cold / +9% all Changes damage: +9% acid Spell save: +14 (+5 eff.) Mental save: +6 (+2 eff.) Teleport immunity: +20% Maximum life: +154.00 Massive two-handed mauls. |
Cutherab the voratun greatsword (202% power, 9 apr) Cutherab the voratun greatsword (202% power, 9 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 202% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 38% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +26 blight When wielded/worn: Accuracy: +35 (+6 eff.) Armour: +8 Changes stats: +10 Dex Changes resistances: +3% physical Combat speed: +10% Massive two-handed swords. |
Frozenedge the voratun greatsword (189% power, 4 apr) Frozenedge the voratun greatsword (189% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 25 On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Damage (Melee): +26 blight Damage (radius 1) on hit: +16 blight / +8 cold When wielded/worn: Accuracy: +21 (+3 eff.) Damage when hit (Melee): 6 blight Changes stats: +16 Str Changes resistances: +9% blight / +3% cold Changes resistances penetration: +10% blight Changes damage: +19% physical Disease immunity: +38% Light radius: +2 Massive two-handed swords. |
Yvylaith the Abyssminister (186% power, 4 apr) Yvylaith the Abyssminister (186% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 187% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 109 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +27 nature Damage (radius 2) on crit: +8 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +14.0% Changes stats: +2 Str / +6 Mag / +2 Wil Critical mult.: +49.00% Reduces incoming crit damage: 5.00% Light radius: +2 Massive two-handed swords. |
voratun greatsword 'Relgeblek' (185% power, 4 apr) voratun greatsword 'Relgeblek' (185% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 185% Range: 1.6x Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Changes stats: +13 Dex / +21 Wil / +24 Con Critical mult.: +49.00% Physical save: +12 (+3 eff.) Maximum life: +154.00 Maximum stamina: +20.00 Combat speed: +10% Massive two-handed swords. |
voratun longsword 'Silyriath' (170% power, 6 apr) voratun longsword 'Silyriath' (170% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Accuracy: +17 (+3 eff.) Physical power: +14 (+3 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +13% physical Changes damage: +9% temporal / +12% physical Disarm immunity: +35% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Sharp, long, and deadly. |
Hanildir (180% power, 6 apr) Hanildir (180% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 181% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Armour: +6 Changes stats: +2 Mag / +11 Wil / +13 Con Critical mult.: +20.00% Maximum life: +110.00 Spellpower: +15 (+5 eff.) See invisible: +3 Blunt and deadly. |
Isluvea the stralite mace (164% power, 5 apr) =20 crit multy= Isluvea the stralite mace (164% power, 5 apr) =20 crit multy=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 164% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +8 Str / +5 Mag / +3 Wil Changes damage: +13% physical Critical mult.: +20.88% Reduces incoming crit damage: 15.66% Mana each turn: +0.32 Mana when firing critical spell: +2.09 Spell crit. chance: +8% Light radius: +3 Blunt and deadly. |
Shiverwolf the voratun mace (170% power, 6 apr) Shiverwolf the voratun mace (170% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +11 darkness Damage against: +5% Living When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+3 eff.) Changes resistances: +12% cold Changes damage: +15% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Windmaim the voratun mace (172% power, 6 apr) Windmaim the voratun mace (172% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +41 lightning / +35 cold When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 66% Changes stats: +5 Dex / +4 Mag / +18 Wil / +15 Con Changes resistances: +15% acid / +12% darkness / +17% lightning / +14% fire / +15% cold / +8% all Changes resistances penetration: +25% lightning / +25% cold Spell save: +13 (+4 eff.) Maximum life: +110.00 Infravision radius: +1 Movement speed: +50% Blunt and deadly. |
voratun mace 'Glacierlore' (171% power, 6 apr) voratun mace 'Glacierlore' (171% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +43 acid / +45 nature When wielded/worn: Armour penetration: +15 Physical power: +13 (+3 eff.) Damage when hit (Melee): 4 temporal / 4 cold Changes stats: +22 Con / +13 Wil Changes resistances: +12% temporal Changes resistances penetration: +25% acid / +15% physical / +25% nature Changes damage: +6% blight / +9% cold / +15% temporal Disarm immunity: +29% Maximum life: +82.00 Blunt and deadly. |
Awakened Staff of Absorption (186% power, 60 apr, fire element) Awakened Staff of Absorption (186% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 187% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Poliwe the Brightgash (156% power, 6 apr, light element) Poliwe the Brightgash (156% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 156% Range: 1.2x 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: Damage (Melee): 60 fire Changes resistances penetration: +20% light Changes damage: +15% lightning / +36% light Talent granted: +1 Command Staff Critical mult.: +60.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +33 (+11 eff.) Spell crit. chance: +10% Light radius: +2 See invisible: +21 Staves designed for wielders of magic, by the greats of the art. |
Shadowmonster the dragonbone vilestaff (156% power, 6 apr, blight element) Shadowmonster the dragonbone vilestaff (156% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 156% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes resistances penetration: +15% blight / +5% temporal Changes damage: +30% blight / +21% darkness Talent granted: +1 Command Staff Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.70 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Dairamas the Glowreaper (167% power, 6 apr) Dairamas the Glowreaper (167% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 light Damage (radius 1) on hit: +24 light Damage (radius 2) on crit: +45 lightning / +45 cold / +4 mind Damage against: +27% Undead When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +7 Con Changes resistances: +12% nature / +6% darkness Changes resistances penetration: +25% lightning / +25% cold / +15% physical Disarm immunity: +49% Life regen: +4.00 See invisible: +9 Movement speed: +48% One-handed war axes. |
Eletta the Festerslice (168% power, 6 apr) Eletta the Festerslice (168% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +37 (+6 eff.) Armour penetration: +12 Physical crit. chance: +15.0% Defense: +14 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 66% Changes stats: +6 Str Changes resistances penetration: +25% nature Changes damage: +14% physical Critical mult.: +21.00% Disarm immunity: +46% One-handed war axes. |
Scorchzephyr (183% power, 6 apr) Scorchzephyr (183% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 184% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Damage (radius 1) on hit: +8 mind / +16 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +3% mind / +6% fire Changes resistances penetration: +5% mind Changes damage: +3% acid One-handed war axes. |
voratun waraxe 'Eremydil' (165% power, 6 apr) voratun waraxe 'Eremydil' (165% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +13 blight / +30 cold Damage (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Changes damage: +6% blight Critical mult.: +10.00% Spell save: +3 (+1 eff.) Maximum hate: +8.00 Mindpower: +15 (+3 eff.) One-handed war axes. |
Bethumira BethumiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 10 acid Changes stats: +6 Cun / +6 Dex Changes resistances: +15% acid / +15% nature / +6% light / +21% blight Spell save: +18 (+6 eff.) Only die when reaching: -83.52 life Mental crit. chance: +13% A belt that goes around your waist. |
Islubrewyn the Shockbone Islubrewyn the ShockbonePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Defense: +35 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes resistances: +3% acid Changes resistances penetration: +20% lightning / +5% mind / +10% acid Changes damage: +12% mind Stealth bonus: +15 Physical save: +20 (+5 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +19.00 Maximum psi: +36.00 Maximum vim: +34.00 Maximum pos.energy: +32.00 Maximum neg.energy: +39.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
Porena the Tidepanic Porena the TidepanicInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +12 (+2 eff.) Changes resistances: +20% acid / +14% blight Changes resistances penetration: +15% acid / +5% cold Changes damage: +12% acid / +9% cold Physical save: +20 (+5 eff.) Maximum life: +61.00 A belt that goes around your waist. |
Ragyyador the drakeskin leather belt Ragyyador the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +15 Defense: +15 (+3 eff.) Changes stats: +3 Wil Changes resistances penetration: +26% mind Changes damage: +3% arcane Critical mult.: +5.00% Physical save: +24 (+6 eff.) Spell save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +70.00 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Glorevea' =20 crit multy= drakeskin leather belt 'Glorevea' =20 crit multy=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +4 Con Changes resistances: +10% physical / +11% light / +15% darkness Critical mult.: +20.00% Physical save: +6 (+2 eff.) Life regen: +4.18 Maximum mana: +80.00 Maximum stamina: +20.00 A belt that goes around your waist. |
drakeskin leather belt 'Plaguespawner' drakeskin leather belt 'Plaguespawner'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +14 (+3 eff.) Effects on melee hit: * 21% chance to slow global speed by 66% Damage when hit (Melee): 2 nature / 8 cold Changes stats: +6 Dex / +6 Cun / +9 Lck Changes resistances: +13% fire / +14% cold Changes resistances penetration: +25% cold Trap disarming bonus: +28 Stealth bonus: +13 Physical save: +25 (+7 eff.) Infravision radius: +6 A belt that goes around your waist. |
hardened leather belt 'Salimina' hardened leather belt 'Salimina'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +2 Cun / +3 Dex Changes damage: +15% mind Life regen: +1.70 Psi when hit: +0.08 Only die when reaching: -80.00 life Healing mod.: +18% A belt that goes around your waist. |
Poloreldalaith the cashmere cloak (2 def, 0 armour) Poloreldalaith the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +5% arcane Changes resistances penetration: +25% physical Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubyth the Dawnpanic (33 def, 16 armour) Zubyth the Dawnpanic (33 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +16 Defense: +33 (+6 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +9% blight Changes resistances penetration: +10% light / +5% blight Changes damage: +12% arcane / +9% light Physical save: +49 (+13 eff.) Spell save: +38 (+12 eff.) Mental save: +44 (+11 eff.) Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Anidin' (3 def, 0 armour) elven-silk cloak 'Anidin' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +2 Wil / +11 Con Changes damage: +9% temporal Physical save: +12 (+3 eff.) Maximum life: +182.00 Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Charwend (0 def, 5 armour) Charwend (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 acid Changes stats: +5 Con / +6 Wil Changes resistances: +14% lightning / +12% temporal / +3% acid Changes resistances penetration: +24% physical Changes damage: +3% acid / +12% fire Mindpower: +9 (+2 eff.) 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 Blindside, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 56 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Floeobsidian the pair of drakeskin leather boots (21 def, 5 armour) Floeobsidian the pair of drakeskin leather boots (21 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+4 eff.) Fatigue: -4% Damage when hit (Melee): 6 cold Changes stats: +10 Dex Changes resistances: +6% cold Changes resistances penetration: +10% cold / +10% temporal Stamina each turn: +1.90 Maximum life: +56.00 Maximum stamina: +39.00 Light radius: +3 See invisible: +9 Movement speed: +10% A pair of boots made of leather. |
Ivedariamira the Icepyre (0 def, 5 armour) Ivedariamira the Icepyre (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +9 Str / +6 Mag / +6 Wil / +8 Con Changes resistances: +15% lightning / +6% cold / +13% temporal Changes resistances penetration: +13% physical Changes damage: +8% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhirach the pair of drakeskin leather boots (0 def, 11 armour) Rhirach the pair of drakeskin leather boots (0 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Changes stats: +6 Cun / +5 Wil Changes resistances: +26% darkness / +26% temporal Changes resistances penetration: +18% darkness / +18% temporal Changes damage: +3% physical Critical mult.: +15.00% Physical save: +14 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+4 eff.) Maximum mana: +40.00 Spell crit. chance: +3% Infravision radius: +3 Defense after a teleport: +27 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 4.5 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 328.29 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 5.9 Power cost: 17 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Glowbreaker' (0 def, 4 armour) pair of dwarven-steel boots 'Glowbreaker' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: -3% Changes resistances: +11% lightning / +8% temporal / +9% light / +6% acid Stamina each turn: +0.30 Maximum life: +42.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belakira (0 def, 2 armour) Belakira (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +1 Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Mag / +1 Con Changes resistances: +1% physical Critical mult.: +20.00% Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +32% Maximum stamina: +20.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 47% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nagaba the voratun gauntlets (10 def, 7 armour) Ce'Nagaba the voratun gauntlets (10 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +12 Physical crit. chance: +5.0% Armour: +7 Defense: +10 (+2 eff.) Fatigue: +5% Damage (Melee): 12 acid Changes stats: +3 Str / +5 Dex / +5 Cun Changes resistances: +6% acid Changes damage: +11% acid Mental save: +7 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +66.00 When used to modify unarmed attacks: Power: 163% Range: 1.4x Uses stats: 47% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +9 acid It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 161% Range: 1.4x Uses stats: 47% Wil, 87% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 177.62 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
drakeskin leather gloves 'Airvagrant' (0 def, 3 armour) drakeskin leather gloves 'Airvagrant' (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage when hit (Melee): 12 lightning Changes stats: +4 Str / +6 Mag / +5 Wil / +5 Con Changes damage: +12% lightning / +24% blight Talent mastery: +0.20 Technique / Grappling Critical mult.: +23.24% Spell save: +9 (+3 eff.) Disarm immunity: +48% Spellpower: +35 (+11 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 153% Range: 1.1x Uses stats: 47% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Muckhue' (0 def, 8 armour) drakeskin leather gloves 'Muckhue' (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 66% Damage (Melee): 11 light Damage when hit (Melee): 2 nature Changes stats: +5 Dex Changes resistances: +11% light Changes resistances penetration: +25% nature Changes damage: +7% light / +9% nature Mental save: +10 (+3 eff.) Maximum life: +50.00 When used to modify unarmed attacks: Power: 163% Range: 1.1x Uses stats: 47% Wil, 87% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branurefang the Splendourmire (0 def, 5 armour) Branurefang the Splendourmire (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +1.0% Armour: +5 Fatigue: +5% Changes stats: +14 Str / +12 Dex / +4 Cun / +5 Con Changes resistances: +6% lightning / +3% cold Critical mult.: +10.00% Physical save: +13 (+4 eff.) Mental save: +15 (+4 eff.) Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Eratogen the drakeskin leather cap (0 def, 5 armour) Eratogen the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +10 Con Changes resistances: +18% blight / +20% light / +20% darkness / +15% nature Changes resistances penetration: +15% blight Changes damage: +6% arcane Spell save: +8 (+3 eff.) Maximum life: +110.00 Healing mod.: +20% A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 3.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flashflash the drakeskin leather cap (0 def, 5 armour) Flashflash the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +15 Str / +5 Con Changes resistances: +15% acid / +10% fire / +13% cold / +6% mind / +27% lightning Changes resistances penetration: +29% mind Changes damage: +3% mind A cap made of leather. |
Goyata the dwarven-steel helm (0 def, 4 armour) Goyata the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +4 Dex / +2 Wil Changes resistances: +9% nature Changes resistances penetration: +10% blight Changes damage: +12% arcane Spell save: +5 (+2 eff.) Maximum life: +82.00 Spell crit. chance: +5% Healing mod.: +12% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5244.4 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malidukan (3 def, 0 armour) Malidukan (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Cun Changes resistances: +14% fire / +6% mind / +14% cold Changes damage: +13% acid / +9% temporal / +14% lightning / +13% fire / +13% arcane / +11% cold Mental save: +22 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Porura (0 def, 5 armour) =цwater= Porura (0 def, 5 armour) =цwater=Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +6 Wil Changes resistances: +12% acid / +13% fire / +14% cold / +5% arcane / +14% lightning Allows you to breathe in: water Critical mult.: +15.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadeream (0 def, 5 armour) Shadeream (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +27 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +12 Wil Changes resistances: +9% blight / +15% cold / +13% fire / +28% physical Changes damage: +6% darkness Physical save: +20 (+5 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Sunmaster the hardened leather cap (0 def, 3 armour) Sunmaster the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +10 Wil / +2 Con Reduces incoming crit damage: 15.00% Physical save: +18 (+5 eff.) Light radius: +3 See invisible: +9 A cap made of leather. |
Veladheriatta (1 def, 0 armour) Veladheriatta (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% nature / +6% blight Poison immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +10% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Bethewyn' (2 def, 4 armour) cashmere wizard hat 'Bethewyn' (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +2 Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +4 Wil Physical save: +8 (+2 eff.) Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
hardened leather cap 'Issadin' (0 def, 13 armour) hardened leather cap 'Issadin' (0 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +13 Fatigue: +3% Changes stats: +12 Str / +7 Dex / +3 Wil Changes resistances: +7% nature Spell save: +7 (+2 eff.) Maximum life: +61.00 Healing mod.: +13% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5244.4 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Fulirain' (30 def, 3 armour) iron helm 'Fulirain' (30 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +30 (+5 eff.) Fatigue: +5% Changes resistances: +12% mind Changes damage: +6% acid Physical save: +18 (+5 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +34% Teleport immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Blindstrike' (0 def, 1 armour) =water= rough leather cap 'Blindstrike' (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes resistances: +3% darkness / +7% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Critical mult.: +10.00% Maximum psi: +10.00 Mindpower: +10 (+2 eff.) A cap made of leather. |
Blazereeve the voratun shield (0 def, 22 armour, 188% power, 317 block) Blazereeve the voratun shield (0 def, 22 armour, 188% power, 317 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 189% Range: 1.2x Uses stat: 116% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +317 Damage (Melee): +4 temporal / +30 physical When wielded/worn: Armour: +22 Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +6 Wil / +5 Cun / +10 Con Changes resistances: +3% temporal / +20% physical / +19% darkness / +20% light Changes damage: +12% temporal Talent granted: +1 Block Reduces incoming crit damage: 10.00% Physical save: +14 (+4 eff.) Slows Projectiles: +38% Bonus block near projectiles: +101 Handheld deflection devices. |
Blightstopper (18 def, 12 armour, 179% power, 240 block) Blightstopper (18 def, 12 armour, 179% power, 240 block)Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 116% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+8 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 21 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Lisedherin the Gleamraptor (0 def, 10 armour, 198% power, 219.5 block) Lisedherin the Gleamraptor (0 def, 10 armour, 198% power, 219.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 198% Range: 1.2x Uses stat: 116% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +220 On weapon hit: * 20% chance to slow global speed by 66% * 15% chance to reduce armor by 35% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 light Damage (radius 2) on crit: +20 light When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid / 2 nature / 6 light On shield block: * Cause enemies within radius 6 to bleed for 342 physical damage over 5 turns (1/turn) Changes resistances: +7% arcane Changes resistances penetration: +25% light Changes damage: +6% light Talent granted: +1 Block Handheld deflection devices. |
Woemight the voratun shield (0 def, 21 armour, 199% power, 269.19139193328 block) Woemight the voratun shield (0 def, 21 armour, 199% power, 269.19139193328 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 200% Range: 1.2x Uses stat: 116% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +269 On weapon hit: * Deal physical damage equal to your armor (73) Damage Shield penetration (this weapon only): +39% Damage (Melee): +20 darkness When wielded/worn: Armour: +21 Fatigue: +8% Damage (Melee): 26 cold Damage when hit (Melee): 21 ice Changes stats: +3 Dex Changes resistances: +30% fire Changes damage: +12% darkness Talent granted: +1 Block Maximum stamina: +38.77 Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1588 alchemist agate 1588 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashdash (dig speed 30 turns) Flashdash (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Fatigue: -6% Changes stats: +5 Str / +3 Wil Changes resistances: +3% physical / +9% fire Critical mult.: +15.00% Reduces incoming crit damage: 5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gorevein the voratun pickaxe (dig speed 15 turns) Gorevein the voratun pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Physical power: +7 (+2 eff.) Changes stats: +12 Str / +5 Dex / +4 Con Changes resistances: +27% acid Changes resistances penetration: +15% nature / +25% acid Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.5 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 15 turns) soldier's dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" 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? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Armyyon ArmyyonCrafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Physical power: +10 (+2 eff.) Changes stats: +1 Str / +5 Dex / +3 Mag / +2 Cun Changes resistances penetration: +23% all Light radius: +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Corruptionborn CorruptionbornInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +30 (+5 eff.) Changes resistances: +18% nature Changes resistances penetration: +15% nature Mental save: +11 (+3 eff.) Stamina each turn: +3.00 Light radius: +4 See stealth: +16 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
Gloomreaper the brass lantern Gloomreaper the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +3% lightning / +6% cold / +6% darkness Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Iselravena IselravenaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes damage: +6% arcane / +12% blight Critical mult.: +16.00% Disease immunity: +10% Spell crit. chance: +3% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +6 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Undeathbright' dwarven lantern 'Undeathbright'Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 66% Damage when hit (Melee): 8 lightning Changes resistances: +6% nature / +6% all Changes resistances penetration: +15% nature / +20% lightning Changes damage: +6% lightning Spell save: +27 (+9 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of clarity watchleader's alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+2 eff.) Blindness immunity: +29% Confusion immunity: +15% Light radius: +8 See stealth: +17 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus 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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye 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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
77 alchemist bloodstone 77 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 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. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
6 ruby 6 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 Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 116% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 496.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Freezebiter the iron torque of psionic shield [power 25] (16/22 cooldown) Freezebiter the iron torque of psionic shield [power 25] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +10% mind / +10% nature Changes damage: +3% nature / +15% cold It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Isath the Cloudkiss [power 4] (16/22 cooldown) Isath the Cloudkiss [power 4] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 35% Changes stats: +10 Wil Changes resistances: +21% lightning Changes damage: +9% mind Critical mult.: +15.00% Mental save: +18 (+5 eff.) Psi when hit: +0.12 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating voratun torque of psionic shield [power 139] (16/22 cooldown) innervating voratun torque of psionic shield [power 139] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 139 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 40% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of mindblast [power 105] (16/13 cooldown) powerful iron torque of mindblast [power 105] (16/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing stralite torque of psionic shield [power 115] (16/22 cooldown) soothing stralite torque of psionic shield [power 115] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 115 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 61. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psionic shield [power 107] (16/25 cooldown) supercharged dwarven-steel torque of psionic shield [power 107] (16/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Hettodan the Scaldonslaught [power 455] (16/22 cooldown) Hettodan the Scaldonslaught [power 455] (16/22 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Changes resistances penetration: +20% physical Changes damage: +9% fire Critical mult.: +10.00% Stamina each turn: +3.81 It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1310 Base Damage: 517 Armor: 35 All Resist: 40 Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Reduce fatigue by 40% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 22 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 66% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
2 amethyst 2 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 Star 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 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
4 diamond 4 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Anya the Krog Mindslayer level 50
42nd Regrowth 124th year of Ascendancy at 10:15 see stats
By Anya the Krog Mindslayer level 38
7th Decay 122nd year of Ascendancy at 03:50 see stats
By Anya the Krog Mindslayer level 50
24th Dusk 123rd year of Ascendancy at 07:54 see stats
By Anya the Krog Mindslayer level 37
32nd Haze 122nd year of Ascendancy at 03:47 see stats
By Anya the Krog Mindslayer level 10
2nd Summertide 122nd year of Ascendancy at 20:51 see stats
By Anya the Krog Mindslayer level 50
72nd Haze 123rd year of Ascendancy at 22:07 see stats
By Anya the Krog Mindslayer level 45
9th Flare 123rd year of Ascendancy at 20:20 see stats
By Anya the Krog Mindslayer level 50
53rd Regrowth 124th year of Ascendancy at 03:09 see stats
By Anya the Krog Mindslayer level 48
17th Dusk 123rd year of Ascendancy at 19:19 see stats
By Anya the Krog Mindslayer level 50
46th Regrowth 124th year of Ascendancy at 19:30 see stats
By Anya the Krog Mindslayer level 50
43rd Regrowth 124th year of Ascendancy at 07:32 see stats
By Anya the Krog Mindslayer level 41
11st Regrowth 123rd year of Ascendancy at 22:36 see stats
By Anya the Krog Mindslayer level 30
18th Haze 122nd year of Ascendancy at 16:58 see stats
By Anya the Krog Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 09:52 see stats
By Anya the Krog Mindslayer level 40
8th Regrowth 123rd year of Ascendancy at 13:37 see stats
By Anya the Krog Mindslayer level 31
20th Haze 122nd year of Ascendancy at 11:31 see stats
By Anya the Krog Mindslayer level 50
53rd Regrowth 124th year of Ascendancy at 17:59 see stats
By Anya the Krog Mindslayer level 50
46th Regrowth 124th year of Ascendancy at 19:30 see stats
By Anya the Krog Mindslayer level 23
67th Dusk 122nd year of Ascendancy at 05:52 see stats
By Anya the Krog Mindslayer level 19
35th Dusk 122nd year of Ascendancy at 04:58 see stats
By Anya the Krog Mindslayer level 33
25th Haze 122nd year of Ascendancy at 20:09 see stats
By Anya the Krog Mindslayer level 50
41st Regrowth 124th year of Ascendancy at 05:21 see stats
By Anya the Krog Mindslayer level 50
5th Allure 124th year of Ascendancy at 00:20 see stats
By Anya the Krog Mindslayer level 50
32nd Pyre 124th year of Ascendancy at 11:16 see stats
By Anya the Krog Mindslayer level 25
69th Dusk 122nd year of Ascendancy at 17:05 see stats
By Anya the Krog Mindslayer level 46
10th Flare 123rd year of Ascendancy at 08:10 see stats
By Anya the Krog Mindslayer level 50
33rd Pyre 124th year of Ascendancy at 21:58 see stats
By Anya the Krog Mindslayer level 38
43rd Haze 122nd year of Ascendancy at 04:15 see stats
By Anya the Krog Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 09:50 see stats
By Anya the Krog Mindslayer level 20
42nd Dusk 122nd year of Ascendancy at 22:53 see stats
By Anya the Krog Mindslayer level 30
12nd Haze 122nd year of Ascendancy at 10:13 see stats
By Anya the Krog Mindslayer level 40
4th Allure 123rd year of Ascendancy at 03:50 see stats
By Anya the Krog Mindslayer level 50
23rd Dusk 123rd year of Ascendancy at 13:26 see stats
By Anya the Krog Mindslayer level 38
2nd Decay 122nd year of Ascendancy at 14:03 see stats
By Anya the Krog Mindslayer level 50
16th Regrowth 124th year of Ascendancy at 17:08 see stats
By Anya the Krog Mindslayer level 50
40th Regrowth 124th year of Ascendancy at 15:57 see stats
By Anya the Krog Mindslayer level 21
58th Dusk 122nd year of Ascendancy at 06:14 see stats
By Anya the Krog Mindslayer level 50
34th Dusk 123rd year of Ascendancy at 17:28 see stats
By Anya the Krog Mindslayer level 28
6th Haze 122nd year of Ascendancy at 06:26 see stats
By Anya the Krog Mindslayer level 39
4th Allure 123rd year of Ascendancy at 03:50 see stats
By Anya the Krog Mindslayer level 46
14th Dusk 123rd year of Ascendancy at 22:55 see stats
By Anya the Krog Mindslayer level 26
76th Dusk 122nd year of Ascendancy at 07:29 see stats
By Anya the Krog Mindslayer level 40
8th Regrowth 123rd year of Ascendancy at 14:34 see stats
By Anya the Krog Mindslayer level 50
46th Regrowth 124th year of Ascendancy at 19:29 see stats
By Anya the Krog Mindslayer level 50
79th Haze 123rd year of Ascendancy at 04:04 see stats
By Anya the Krog Mindslayer level 6
77th Pyre 122nd year of Ascendancy at 19:47 see stats
By Anya the Krog Mindslayer level 50
16th Regrowth 124th year of Ascendancy at 18:33 see stats
By Anya the Krog Mindslayer level 22
66th Dusk 122nd year of Ascendancy at 09:18 see stats
By Anya the Krog Mindslayer level 50
46th Regrowth 124th year of Ascendancy at 19:30 see stats
By Anya the Krog Mindslayer level 50
33rd Dusk 123rd year of Ascendancy at 07:12 see stats
By Anya the Krog Mindslayer level 42
54th Regrowth 123rd year of Ascendancy at 17:41 see stats
By Anya the Krog Mindslayer level 23
67th Dusk 122nd year of Ascendancy at 08:30 see stats
By Anya the Krog Mindslayer level 16
18th Dusk 122nd year of Ascendancy at 20:41 see stats
By Anya the Krog Mindslayer level 36
31st Haze 122nd year of Ascendancy at 04:53 see stats
By Anya the Krog Mindslayer level 50
42nd Regrowth 124th year of Ascendancy at 10:19 see stats
Log
Melee retaliation hits Anya for (7 antimagic), 0 fire (0 total damage).
Anya's Beyond the Flesh hits Orc fighter for 1886 physical damage.
Anya's Beyond the Flesh killed Orc fighter!
Anya uses Track.
Talent Telekinetic Smash is ready to use.
Anya is no longer attuned.
Talent Mana Clash is ready to use.
Ran for 11 turns (stop reason: hostile spotted to the north (snow giant)).
Snow giant uses Infusion: Healing.
Snow giant receives 205 healing from Infusion: Healing.
Anya uses Quick as Thought.
Anya speeds up.
Anya uses Transcendent Telekinesis.
Anya uses Wrath of the Wilds.
Anya uses Infusion: Movement.
Anya is moving at extreme speed!
Anya performs a melee critical strike against Snow giant!
You collect a new ingredient: snow giant kidney (1).
Anya slows down.
Anya hits Snow giant for 16136 physical damage.
Anya killed Snow giant!
You pickup 2.65 gold pieces.