Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 504% |
| Size | huge |
| Lifes / Deaths | Killed by Mirror Image (Vor, Grand Geomancer of the Pride) at level 50 on the 18th Dusk 123rd year of Ascendancy at 22:51 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 137 (base 65) |
| Dexterity | 57 (base 36) |
| Constitution | 92 (base 63) |
| Magic | 17 (base 11) |
| Willpower | 40 (base 12) |
| Cunning | 92 (base 60) |
Resources
| Life | -414/1837 |
| Stamina | 197/322 |
| Equilibrium | 46 |
| Healing Factor | 1.619649288381 |
| Regeneration | 53.930887467037 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 64.413793757177 |
| See Invisible | 68.413793757177 |
Offense: Mainhand
| Damage | 253 |
| Accuracy | 71 |
| Crit Chance | 106% |
| APR | 27 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +38% |
| Acid | +11% |
| Nature | +9% |
| Darkness | +6% |
| Blight | +3% |
| Arcane | +12% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +30% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.723073231957 (96.438666929426%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 41 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 35%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 25%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 49%( 70%) |
| Mind | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 21% |
| Disarm Resistance | 20% |
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 21% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 917 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 335 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -926 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 1853 life, 16 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
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Lisassra the white wolf. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Kazemaru I. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Kazemaru I. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Aryth the faerlhing. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | pair of drakeskin leather boots 'Sunkill' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Changes stats: +10 Str / +9 Con Changes resistances: +20% fire / +5% arcane / +15% cold Changes damage: +10% physical Physical save: +6 (+1 eff.) Disarm immunity: +20% Pinning immunity: +21% Infravision radius: +3 Healing mod.: +15% Size category: +1 A pair of boots made of leather. |
| Light source | NerimaInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Changes stats: +6 Con / +7 Wil Changes resistances: +15% blight / +12% acid Changes resistances penetration: +15% temporal Changes damage: +3% blight Critical mult.: +19.00% Spell save: +15 (+5 eff.) Mental save: +10 (+3 eff.) Life regen: +15.00 Spell crit. chance: +3% Light radius: +5 See stealth: +21 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | dwarven-steel helm 'Tulikath' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +5 Physical power: +19 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +6% mind Changes damage: +21% physical Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Flarejam (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +7 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +9% acid / +12% fire / +6% darkness / +12% blight Critical mult.: +25.00% Maximum life: +100.00 Mindpower: +10 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Blackmire'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 8 physical Changes resistances: +15% darkness Critical mult.: +15.00% Spell save: +9 (+3 eff.) Blindness immunity: +21% Poison immunity: +20% Stun/Freeze immunity: +40% Life regen: +6.00 Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 394.80 You won the Ring of Blood trial, and this is your reward. |
| Around waist | SatyrarcInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +3 Str / +6 Dex / +6 Cun Changes resistances: +7% acid / +8% fire / +8% lightning / +8% cold Changes damage: +9% nature Physical save: +6 (+1 eff.) Only die when reaching: -20.00 life Maximum life: +59.00 Mental crit. chance: +9% A belt that goes around your waist. |
| In main hand | Woearc the voratun greatsword (175% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str 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 hit: * 24% chance to slow global speed by 57% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 darkness Damage (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +20.0% Physical power: +20 (+4 eff.) Damage when hit (Melee): 2 mind Changes resistances: +6% mind Changes resistances penetration: +15% light Changes damage: +9% mind Massive two-handed swords. |
| On hands | voratun gauntlets 'Adasewe' (0 def, 3 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 (+2 eff.) Armour penetration: +11 Physical crit. chance: +20.0% Armour: +3 Fatigue: +5% Damage (Melee): 10 acid Changes stats: +7 Cun / +9 Dex Changes resistances: +13% acid / +12% temporal Changes resistances penetration: +15% temporal Changes damage: +11% acid Critical mult.: +15.00% Spell save: +6 (+2 eff.) Only die when reaching: -60.00 life Spell crit. chance: +20% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 13 power out of 25/25) : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 16% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Shadowlord (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes stats: +6 Dex / +2 Mag / +5 Wil / +6 Cun / +4 Con Changes damage: +6% darkness Physical save: +14 (+3 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Aletir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Mag Changes resistances: +3% lightning Changes damage: +12% arcane / +7% physical Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Mana each turn: +0.08 Mana when firing critical spell: +1.00 Combat speed: +10% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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. |
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! |
Rimetouch the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 10 blight / 10 cold / 8 arcane Changes stats: +8 Dex / +6 Cun / +8 Con Changes resistances: +5% arcane Changes resistances penetration: +25% cold Changes damage: +6% cold Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Velaratira the steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +30 (+10 eff.) Changes stats: +6 Str / +2 Wil Changes resistances penetration: +10% acid Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.mindweaver's voratun amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Mental save: +9 (+3 eff.) Confusion immunity: +19% Mindpower: +10 (+3 eff.) Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Islewyn the SerpentwritherInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire / +6% mind / +3% nature Changes damage: +10% fire Mental save: +12 (+4 eff.) Confusion immunity: +45% Rings make your fingers look great! |
Obsidianterror the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% * 20% chance to reduce all saves and defense by 30 Changes resistances penetration: +5% darkness Changes damage: +3% nature / +9% mind Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Obsidianvein the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +20 (+7 eff.) Damage when hit (Melee): 10 darkness Changes stats: +3 Cun / +8 Dex Critical mult.: +20.00% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Psi when hit: +0.12 Only die when reaching: -82.75 life Maximum life: +44.00 Rings make your fingers look great! |
Skyslice the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +6 Dex / +3 Mag / +3 Wil / +2 Con Changes resistances: +15% lightning Stun/Freeze immunity: +29% Life regen: +3.00 Rings make your fingers look great! |
mule's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% lightning Changes damage: +12% lightning Maximum encumbrance: +20 Rings make your fingers look great! |
steel ring 'Isligamina'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Armour: +4 Defense: +8 (+3 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 30 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 9 physical Changes stats: +1 Dex / +2 Wil / +2 Cun / +2 Con Critical mult.: +5.00% Mental save: +4 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Frigidbait (151% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +21 arcane When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Changes resistances: +27% cold Critical mult.: +57.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +105.36 Spellpower: +32 (+8 eff.) Mental crit. chance: +3% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of paradox (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +21 temporal When wielded/worn: Accuracy: +24 (+6 eff.) Changes stats: +6 Dex Changes resistances: +21% temporal Combat speed: +10% Massive two-handed battleaxes. |
steel battleaxe 'Elenehell' (134% power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 30 On weapon crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 mind Damage (radius 1) on hit: +4 arcane When wielded/worn: Physical crit. chance: +12.0% Physical power: +7 (+2 eff.) Changes stats: +3 Cun / +5 Wil Changes resistances: +5% arcane Changes damage: +12% blight / +9% arcane Massive two-handed battleaxes. |
Dream Malleus (168% power, 5 apr)Requires: - Willpower 25 - Strength 25 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 30 * 20% chance to reduce strength, dexterity, and constitution by 5 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 mind Damage (radius 2) on crit: +7 lightning / +7 cold / +20 mind When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances penetration: +7% lightning / +7% cold Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Stamina each turn: +3.00 Psi each turn: +0.10 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Movement speed: +28% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Alogrim (147% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 nature When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Defense: +14 (+5 eff.) Changes resistances: +1% physical / +3% nature / +6% darkness Reduces incoming crit damage: 5.00% Disarm immunity: +41% Confusion immunity: +20% Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
balanced stralite greatsword of crippling (158% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +13.0% Defense: +12 (+4 eff.) Disarm immunity: +41% Massive two-handed swords. |
blazebringer's voratun greatsword of crippling (173% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 120% Str 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +104 fire When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +24% fire Global speed: +13% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic voratun greatsword of amnesia (175% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str 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 hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +34 acid / +41 nature When wielded/worn: Armour penetration: +21 Changes resistances penetration: +12% acid / +31% nature Massive two-handed swords. |
thought-forged voratun greatsword of enduring (172% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str 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 hit: * 42% chance to reduce all saves and defense by 30 Damage (Melee): +21 mind When wielded/worn: Changes stats: +23 Wil / +7 Cun / +13 Con Maximum life: +54.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming voratun mace of projection (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str 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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +15 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.imbued dragonbone magestaff of channeling (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% 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: Changes damage: +30% cold Talent granted: +1 Command Staff Mana each turn: +0.36 Spellpower: +33 (+9 eff.) Spell crit. chance: +5% Talent on hit(spell): Flame (10% chance level 4). It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
Ivumirin the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +5% arcane / +15% darkness Changes damage: +12% acid Critical mult.: +8.00% Mental save: +6 (+2 eff.) Poison immunity: +20% Cut immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Murksteel the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +2% physical Changes resistances penetration: +15% darkness / +10% acid Physical save: +7 (+2 eff.) Disarm immunity: +20% Only die when reaching: -40.00 life Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
Voryrawe the DayspikerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Damage when hit (Melee): 2 acid Changes stats: +3 Str / +4 Dex / +4 Cun / +5 Lck Changes resistances: +1% physical Trap disarming bonus: +6 Stealth bonus: +6 Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Light radius: +1 Infravision radius: +3 A belt that goes around your waist. |
Dairasta (20 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Damage when hit (Melee): 4 mind Changes resistances: +18% fire / +18% light / +24% cold Reduces incoming crit damage: 15.00% Stealth bonus: +11 Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismclamor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +7 (+2 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Cun Changes resistances: +6% light Critical mult.: +10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Daimesin' (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +13 (+4 eff.) Changes stats: +9 Str / +2 Dex / +2 Cun Changes resistances penetration: +10% physical Physical save: +8 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sunknave' (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +17 (+6 eff.) Changes stats: +3 Str Changes resistances: +2% physical / +9% fire Changes damage: +6% fire Critical mult.: +13.00% Stealth bonus: +7 Physical save: +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Anudunadig' (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +4 Defense: +1 (+0 eff.) Changes stats: +7 Str / +1 Con Changes resistances penetration: +15% physical Changes damage: +6% physical Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanuhell (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +1 Changes stats: +3 Dex / +1 Mag / +1 Wil / +4 Cun / +1 Con Changes resistances penetration: +15% physical It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
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. |
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 (+3 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. |
blood-soaked pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +10% lightning / +11% temporal Stamina each turn: +1.20 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Stormrace' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 lightning Changes stats: +3 Str / +3 Mag / +5 Wil Changes resistances: +12% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of strife (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con / +5 Wil Changes resistances penetration: +8% physical Silence immunity: +36% Confusion immunity: +25% Stun/Freeze immunity: +47% Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
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 (+2 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 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 165.76 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. |
dwarven-steel gauntlets 'Murkspire' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +7 Wil Changes resistances penetration: +10% darkness Mental save: +6 (+2 eff.) Life regen: +2.00 Stamina each turn: +1.30 Maximum stamina: +25.00 Maximum hate: +4.00 Maximum psi: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.0 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.35 mind and 15.90 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 3.82 mind and 3.71 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 6.34 mind and 6.17 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
This item will automatically be transmogrified when you leave the level.Zyhir (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +28% light / +5% arcane Changes damage: +19% light Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Teleport immunity: +21% Life regen: +13.90 Damage Shield Power: +27% A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Chodragrim' (5 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +3 Str / +1 Dex / +4 Wil / +3 Cun / +1 Con Changes resistances: +7% blight / +4% all Physical save: +22 (+5 eff.) Mental save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arunor (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +9% acid / +11% physical / +3% light / +12% lightning / +9% fire / +21% cold / +6% nature / +3% darkness Life regen: +5.00 Maximum life: +118.00 Healing mod.: +10% A suit of armour made of mail. |
Ce'Nyna (14 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +16 Defense: +14 (+5 eff.) Fatigue: +12% Changes resistances: +14% blight / +18% fire / +14% nature / +8% mind Mental save: +13 (+4 eff.) A suit of armour made of mail. |
Cyravena the Scabreaper (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun Changes resistances: +7% acid / +8% cold Changes resistances penetration: +20% nature Changes damage: +9% acid Allows you to breathe in: water Maximum hate: +4.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of the deep (3 def, 15 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +8% acid / +10% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +14.90 Stamina each turn: +2.00 Maximum life: +80.00 Healing mod.: +17% A suit of armour made of mail. |
Toxinpassion (14 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +14 (+5 eff.) Fatigue: +22% Damage when hit (Melee): 8 temporal Changes stats: +6 Cun Changes resistances: +27% fire / +5% arcane / +6% nature Changes resistances penetration: +10% nature Changes damage: +6% arcane Mental save: +25 (+8 eff.) Life regen: +5.30 Stamina each turn: +2.50 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Earylathagrim' (10 def, 17 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Fatigue: +22% Changes stats: +5 Cun Changes resistances: +12% acid / +15% lightning / +9% blight / +6% fire / +9% nature / +5% arcane Mental save: +16 (+5 eff.) Psi when hit: +0.24 A suit of armour made of metal plates. |
hardened voratun plate armour of command (12 def, 34 armour)Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +12 (+4 eff.) Fatigue: +22% Changes stats: +4 Cun Changes resistances: +13% acid / +13% physical / +10% cold / +12% lightning / +9% fire Mental save: +19 (+6 eff.) A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of implacability (0 def, 19 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Fatigue: +16% Physical save: +5 (+1 eff.) Life regen: +2.20 Stamina each turn: +1.00 A suit of armour made of metal plates. |
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. |
1183 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 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. |
5 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Floerock (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 nature / 2 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +3% nature / +6% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ememibeth the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 2 mind Changes resistances penetration: +8% all Critical mult.: +20.00% Mental save: +16 (+5 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +6 See stealth: +14 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Samesasin the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Str / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +25% physical Critical mult.: +10.00% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Infernowinnow'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 fire Spell save: +3 (+1 eff.) Cut immunity: +10% Disarm immunity: +10% Confusion immunity: +20% Light radius: +6 Healing mod.: +20% 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. |
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 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. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
71 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. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
4 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
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. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots 'Bogarc' (21/21, 169% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 169% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Damage Shield penetration (this weapon only): +32% Damage (Ranged): +21 acid / +21 nature / +21 blight Damage (radius 1) on hit: +21 nature / +21 acid Shots are used with slings to pummel your foes to death. |
Blazehunt the dwarven-steel torque of psionic shield [power 69] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Changes damage: +6% lightning It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 15% for 2 turns. * Heal for 41. * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Salikira [power 145] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes resistances: +6% acid Changes resistances penetration: +20% mind Changes damage: +18% mind It can be used to setup a psionic shield, reducing all damage taken by 145 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 24% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
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. |
8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 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. |
8 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Kazemaru I the Cornac Berserker level 35
8th Pyre 123rd year of Ascendancy at 23:43 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Kazemaru I the Cornac Berserker level 35
34th Regrowth 123rd year of Ascendancy at 23:47 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Kazemaru I the Cornac Berserker level 15
24th Dusk 122nd year of Ascendancy at 07:04 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Kazemaru I the Cornac Berserker level 45
8th Mirth 123rd year of Ascendancy at 05:38 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Kazemaru I the Cornac Berserker level 39
17th Pyre 123rd year of Ascendancy at 23:21 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kazemaru I the Cornac Berserker level 9
2nd Summertide 122nd year of Ascendancy at 06:15 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Kazemaru I the Cornac Berserker level 37
14th Pyre 123rd year of Ascendancy at 20:13 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Kazemaru I the Cornac Berserker level 33
32nd Regrowth 123rd year of Ascendancy at 01:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Kazemaru I the Cornac Berserker level 22
68th Dusk 122nd year of Ascendancy at 13:46 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kazemaru I the Cornac Berserker level 26
20th Haze 122nd year of Ascendancy at 23:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Kazemaru I the Cornac Berserker level 37
14th Pyre 123rd year of Ascendancy at 01:39 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Kazemaru I the Cornac Berserker level 47
3rd Flare 123rd year of Ascendancy at 23:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kazemaru I the Cornac Berserker level 10
6th Flare 122nd year of Ascendancy at 04:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kazemaru I the Cornac Berserker level 20
53rd Dusk 122nd year of Ascendancy at 00:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Kazemaru I the Cornac Berserker level 30
19th Regrowth 123rd year of Ascendancy at 16:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Kazemaru I the Cornac Berserker level 40
23rd Pyre 123rd year of Ascendancy at 06:30 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Kazemaru I the Cornac Berserker level 50
7th Flare 123rd year of Ascendancy at 12:39 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Kazemaru I the Cornac Berserker level 50
2nd Dusk 123rd year of Ascendancy at 15:15 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kazemaru I the Cornac Berserker level 33
32nd Regrowth 123rd year of Ascendancy at 04:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kazemaru I the Cornac Berserker level 21
65th Dusk 122nd year of Ascendancy at 17:21 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Kazemaru I the Cornac Berserker level 38
14th Pyre 123rd year of Ascendancy at 22:35 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Kazemaru I the Cornac Berserker level 31
22nd Regrowth 123rd year of Ascendancy at 04:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kazemaru I the Cornac Berserker level 8
78th Pyre 122nd year of Ascendancy at 13:20 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Kazemaru I the Cornac Berserker level 46
3rd Flare 123rd year of Ascendancy at 16:09 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kazemaru I the Cornac Berserker level 40
46th Pyre 123rd year of Ascendancy at 04:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kazemaru I the Cornac Berserker level 24
73rd Dusk 122nd year of Ascendancy at 00:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kazemaru I the Cornac Berserker level 16
27th Dusk 122nd year of Ascendancy at 15:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kazemaru I the Cornac Berserker level 34
34th Regrowth 123rd year of Ascendancy at 14:21 see stats
Log
Thunderstorm hits Kazemaru I for 31 lightning damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (9 to time), 0 fire (0 total damage).
Kazemaru I is not stunned anymore.
Kazemaru I has recovered!
Burning Shock from Vor, Grand Geomancer of the Pride hits Kazemaru I for 32 fire damage.
Vor, Grand Geomancer of the Pride HEALS from cold damage!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Kazemaru I for 92 fire damage.
Lisolle the orc cryomancer's ice storm area effect hits Vor, Grand Geomancer of the Pride for (13 to time), 0 cold, 117 healing (0 total damage) [117 healing].
Lava floor burns Kazemaru I!
Mirror Image (Vor, Grand Geomancer of the Pride)'s morale has been lowered.
Vor, Grand Geomancer of the Pride's morale has been lowered.
Lava floor hits Kazemaru I for 60 fire damage.
Kazemaru I uses Antimagic Zone.
Vor, Grand Geomancer of the Pride is silenced!
Mirror Image (Vor, Grand Geomancer of the Pride) is silenced!
Vor, Grand Geomancer of the Pride uses Pride of the Orcs.
Vor, Grand Geomancer of the Pride is not silenced anymore.
A shield forms around Vor, Grand Geomancer of the Pride.
Vor, Grand Geomancer of the Pride receives 417 healing from Pride of the Orcs.
Vor, Grand Geomancer of the Pride casts Flame.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Kazemaru I is on fire!
Mirror Image (Vor, Grand Geomancer of the Pride) casts Flame.
Mirror Image (Vor, Grand Geomancer of the Pride) hits Kazemaru I for 61 fire damage.
Vor, Grand Geomancer of the Pride hits Kazemaru I for 305 fire damage.
Kazemaru I the level 50 cornac berserker was blazed to death by a Mirror Image (Vor, Grand Geomancer of the Pride) on level 3 of Vor Pride.
Kazemaru I no longer revels in blood quite so much.
Kazemaru I's rage subsides!



















































































































































