Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.3Donators/Buyers bonus! Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Wyrmic |
| Level / Exp | 50 / 3879% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 118.94699541893 (base 62) |
| Dexterity | 31 (base 10) |
| Constitution | 71 (base 30) |
| Magic | 34 (base 15) |
| Willpower | 111.42553412558 (base 60) |
| Cunning | 110.42553412558 (base 60) |
Resources
| Life | 1896/1896 |
| Equilibrium | 53 |
| Stamina | 476/546 |
| Psi_feedback | 0/100 |
| Healing Factor | 1.9796680497924 |
| Regeneration | 21.083464730289 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +803.24301242085% |
| Spell | 0% |
| Global | +165% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 16.901847946486 |
| See Stealth | 71.656512228297 |
| See Invisible | 86.656512228297 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 163 |
| Accuracy | 73 |
| Crit Chance | 58% |
| APR | 102 |
| Speed | 0.89 |
Offense: Offhand
| Damage | 159 |
| Accuracy | 73 |
| Crit Chance | 58% |
| APR | 96 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 58% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 51.901484348069 (82.970297029703%) |
| Defense | 24 |
| Ranged Defense | 25 |
| Fatigue | 24 |
| Physical Save | 72 |
| Spell Save | 29 |
| Mental Save | 74 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 45% |
| Poison Resistance | 56% |
| Blind Resistance | 40% |
| Silence Resistance | 0% |
| Teleport Resistance | 65% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 618 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 12 turns. While Heroism is active, you will only die when reaching -1145 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 13 turns. While Heroism is active, you will only die when reaching -1177 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Wild Growth |
| beneficial effect | Increases global action speed by 45%. Speed |
| beneficial effect | Turn into pure lightning, moving 762% faster. It also increases your lightning resistance by 100% and your physical resistance by 30%. Lightning Speed |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 19 and keeps you from dying even if your life drops to -1065. Heroism |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. 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 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2765. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. 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 Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery 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 explosive force. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Naturebiter the pair of dwarven-steel boots (0 def, 4 armour) =slow + res= Naturebiter the pair of dwarven-steel boots (0 def, 4 armour) =slow + res=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +8% lightning / +8% temporal / +6% nature Changes resistances penetration: +10% nature / +10% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of rough leather boots. |
| Light source | piercing dwarven lantern of clarity =res pen all 15= piercing dwarven lantern of clarity =res pen all 15=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes resistances penetration: +15% all Mental save: +15 (+4 eff.) Light radius: +6 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 5 armour) =CURRENT= Crown of the Elements (0 def, 5 armour) =CURRENT=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
| On hands | Searcast (0 def, 7 armour) =disperse 75 life disarm m= Searcast (0 def, 7 armour) =disperse 75 life disarm m=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +7 Damage (Melee): 8 arcane Changes stats: +8 Mag / +9 Wil Changes resistances: +7% arcane Changes resistances penetration: +25% fire Changes damage: +12% blight Physical save: +9 (+3 eff.) Mental save: +22 (+6 eff.) Disarm immunity: +50% Maximum life: +78.00 It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Satyrpain (dig speed 24 turns) =CURRENT= Satyrpain (dig speed 24 turns) =CURRENT=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +6 Str Changes resistances penetration: +20% lightning / +10% nature Changes damage: +9% nature 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 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +27% blight / +2% physical / +26% nature Changes damage: +6% darkness Critical mult.: +3.00% Poison immunity: +56% Disease immunity: +46% Life regen: +0.40 Only die when reaching: -60.00 life Maximum stamina: +5.00 Can be unequipped, can't be rerolled. 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, costing 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? |
| On fingers | Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 24 power out of 30/30) : Effective talent level: 2.4 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | stralite amulet 'Wretchresolve' =ACID + NATURE PEN= stralite amulet 'Wretchresolve' =ACID + NATURE PEN=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes resistances: +15% nature Changes resistances penetration: +20% acid / +20% physical / +30% nature Physical save: +22 (+6 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
| In main hand | Parasite (18-19.8 power, 82 apr, nature damage) =CURRENT= Parasite (18-19.8 power, 82 apr, nature damage) =CURRENT=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 12 physical / 10 mind / 8 darkness Changes stats: +7 Cun / +7 Wil Changes resistances: +12% physical Changes resistances penetration: +7% physical Changes damage: +9% physical / +10% mind / +9% darkness Talents cooldown: Frenzied Focus (+0(-) turn) Brain Storm (+0(-) turn) Charged Aura (+0(-) turn) Thermal Aura (+0(-) turn) Pyrokinesis (+0(-) turn) Kinetic Aura (+0(-) turn) Physical save: +20 (+5 eff.) Life regen: +2.30 Hate when firing a critical mind attack: +6.00 Maximum life: +33.00 Maximum hate: +24.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This object's appearance was changed to pulsing mindstar. |
| Around waist | ACID PEN I GUESS.... =+HEAL MOD= ACID PEN I GUESS.... =+HEAL MOD=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +6 Con Changes resistances penetration: +29% acid / +16% physical Changes damage: +25% physical Mental save: +15 (+4 eff.) Life regen: +6.20 Mindpower: +14 (+3 eff.) Healing mod.: +60% Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
| In off hand | parasitic living mindstar of life (16.5-18.15 power, 76 apr, nature damage) parasitic living mindstar of life (16.5-18.15 power, 76 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 93% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.50 Hate when firing a critical mind attack: +4.00 Maximum life: +30.00 Maximum hate: +14.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Life leech chance: +22% Life leech: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | elven-silk cloak 'Goriyon' (3 def, 6 armour) =250 life + accu= elven-silk cloak 'Goriyon' (3 def, 6 armour) =250 life + accu=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+9 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +12 Str / +7 Dex / +12 Con Changes resistances: +3% acid Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Physical save: +14 (+4 eff.) Spell save: -30 (-20 eff.) Mental save: +10 (+3 eff.) Teleport immunity: +15% Stamina each turn: +1.40 Mana each turn: -0.41 Maximum life: +201.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Uloraldil the voratun plate armour (9 def, 16 armour) =on-hit= Uloraldil the voratun plate armour (9 def, 16 armour) =on-hit=Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 40 acid / 36 fire Damage when hit (Melee): 23 acid / 25 fire Changes resistances: +37% acid / +7% physical / +6% blight / +33% fire / +3% temporal / +15% cold Physical save: +21 (+6 eff.) Blindness immunity: +10% Confusion immunity: +5% A suit of armour made of metal plates. This object's appearance was changed to Borfast's Cage. |
Inventory
healing infusion of the sneak (heal 306) healing infusion of the sneak (heal 306)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 346) healing infusion of the sneak (heal 346)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 327) healing infusion of the sneak (heal 327)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure mental) wild infusion (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 29%; cure physical) wild infusion (resist 29%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure mental, magical) wild infusion (resist 12%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 12% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 27%; cure magical, physical) wild infusion (resist 27%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 or physical effect and reduce all damage taken by 27% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure physical) wild infusion (resist 13%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental) wild infusion (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure magical) wild infusion (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 27%; cure mental) wild infusion of the duelist (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 28%; cure magical) wild infusion of the duelist (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure mental) wild infusion of the psychic (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 39%; cure physical) wild infusion of the psychic (resist 39%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 33%; cure magical) wild infusion of the psychic (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 31%; cure magical) wild infusion of the psychic (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 21%; cure mental) wild infusion of the psychic (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 27%; cure magical) wild infusion of the sneak (resist 27%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 30%; cure physical) wild infusion of the sneak (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 29%; cure mental, physical) wild infusion of the titan (resist 29%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% 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 ability. |
wild infusion of the titan (resist 19%; cure physical) wild infusion of the titan (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure magical, physical) wild infusion of the titan (resist 20%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% 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 ability. |
wild infusion of the warrior (resist 29%; cure physical) wild infusion of the warrior (resist 29%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 33%; cure mental) wild infusion of the warrior (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure physical) wild infusion of the warrior (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 32%; cure mental, physical) wild infusion of the wizard (resist 32%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 32% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure physical) wild infusion of the wizard (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 17%; cure physical) wild infusion of the wizard (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure physical) wild infusion of the wizard (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure mental) wild infusion of the wizard (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 22%; cure mental) wild infusion of the wizard (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (31 nature damage, 45% healing reduction) insidious poison infusion (31 nature damage, 45% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.20 nature damage per turn for 7 turns, and reducing the target's healing received by 45%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (55 nature damage, 61% healing reduction) insidious poison infusion (55 nature damage, 61% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.51 nature damage per turn for 7 turns, and reducing the target's healing received by 61%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 17%; cure magical, physical, mental) Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
teleportation rune of the sneak (range 175) teleportation rune of the sneak (range 175)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 175 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (595.70 temporal damage, removed from time 4 turns) Rune of the Rift (595.70 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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 637.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 14) controlled phase door rune of the titan (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Lightningsmash =daze= Lightningsmash =daze=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Mag Changes resistances: +12% acid Changes resistances penetration: +5% lightning / +5% acid Amulets can have magical properties. |
Runelathahir =conf + dmg shield pen= Runelathahir =conf + dmg shield pen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes resistances penetration: +10% blight Changes damage: +15% blight Confusion immunity: +24% Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Damage Shield penetration: +40% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.20 Amulets can have magical properties. |
Earthen Beads =ALT= Earthen Beads =ALT=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 40/40) : Effective talent level: 2.4 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 387 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core =blindness 100% imm -100li= The Black Core =blindness 100% imm -100li=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
cleansing steel amulet of mastery (0.10 Cunning / Survival) cleansing steel amulet of mastery (0.10 Cunning / Survival)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% nature / +12% blight Talent mastery: +0.10 Cunning / Survival Poison immunity: +22% Disease immunity: +20% Amulets can have magical properties. |
grounding steel amulet of healing =CURRENT= grounding steel amulet of healing =CURRENT=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +50% Stun/Freeze immunity: +27% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 385 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of mastery (0.14 Wild-gift / Storm drake aspect) insulating steel amulet of mastery (0.14 Wild-gift / Storm drake aspect)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +10% cold Talent mastery: +0.14 Wild-gift / Storm drake aspect Amulets can have magical properties. |
savior's steel amulet of perfection (0.15 Wild-gift / Venom drake aspect,0.15 Wild-gift / Fire drake aspect) savior's steel amulet of perfection (0.15 Wild-gift / Venom drake aspect,0.15 Wild-gift / Fire drake aspect)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.15 Wild-gift / Venom drake aspect +0.15 Wild-gift / Fire drake aspect Physical save: +13 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +11 (+3 eff.) Amulets can have magical properties. |
savior's steel amulet of teleportation savior's steel amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +13 (+4 eff.) Spell save: +13 (+7 eff.) Mental save: +10 (+3 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
steel amulet 'Kindleguile' =stun/pois/dis= steel amulet 'Kindleguile' =stun/pois/dis=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +2 Dex / +2 Mag Changes resistances: +14% blight / +18% nature / +5% arcane Grants telepathy: Humanoid/Orc Mental save: +6 (+2 eff.) Poison immunity: +30% Disease immunity: +26% Stun/Freeze immunity: +15% Amulets can have magical properties. |
steel amulet of perfection (0.18 Wild-gift / Cold drake aspect,0.18 Technique / Shield offense) steel amulet of perfection (0.18 Wild-gift / Cold drake aspect,0.18 Technique / Shield offense)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.18 Wild-gift / Cold drake aspect +0.18 Technique / Shield offense Amulets can have magical properties. |
steel amulet of teleportation steel amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
Camidan CamidanInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 temporal Changes stats: +3 Cun / +1 Wil Mental save: +14 (+4 eff.) Confusion immunity: +13% Life regen: +1.20 Maximum hate: +4.00 Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
Duskpython =9 dex= Duskpython =9 dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +9 Dex / +4 Mag Changes resistances: +6% darkness Grants telepathy: Dragon Life regen: +3.10 Amulets can have magical properties. |
Galemonster =daze accu lightn+acid Pen= Galemonster =daze accu lightn+acid Pen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Lck Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +15% acid Changes damage: +18% lightning Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Glorawen =cold drake storm drake pi= Glorawen =cold drake storm drake pi=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% nature Talent masteries: +0.28 Wild-gift / Storm drake aspect +0.28 Wild-gift / Cold drake aspect Spell save: +30 (+14 eff.) Disease immunity: +25% Disarm immunity: +15% Pinning immunity: +10% Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
Poroyanor =venom drake, life + pin i= Poroyanor =venom drake, life + pin i=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +5 Con Changes resistances: +3% mind / +19% temporal Talent mastery: +0.24 Wild-gift / Venom drake aspect Physical save: +30 (+8 eff.) Disease immunity: +15% Pinning immunity: +35% Knockback immunity: +26% Amulets can have magical properties. |
Sparkbloom the gold amulet =7con= Sparkbloom the gold amulet =7con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Maximum vim: +30.00 Spellpower: +8 (+4 eff.) Amulets can have magical properties. |
Unregar the gold amulet =sand drake acid= Unregar the gold amulet =sand drake acid=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +20% acid Changes damage: +6% arcane / +21% acid Talent mastery: +0.28 Wild-gift / Sand drake aspect Amulets can have magical properties. |
gold amulet 'Eleneyamnir' =manaburn= gold amulet 'Eleneyamnir' =manaburn=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Cun Changes resistances: +12% acid / +11% physical Spell save: +36 (+16 eff.) Stamina each turn: +0.70 Maximum hate: +4.00 Maximum psi: +50.00 Mental crit. chance: +3% Amulets can have magical properties. |
grounding gold amulet of mastery (0.27 Wild-gift / Venom drake aspect) grounding gold amulet of mastery (0.27 Wild-gift / Venom drake aspect)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.27 Wild-gift / Venom drake aspect Stun/Freeze immunity: +20% Amulets can have magical properties. |
insulating gold amulet of strength (+5) insulating gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +16% fire / +16% cold Amulets can have magical properties. |
serendipitous gold amulet of willpower (+8) serendipitous gold amulet of willpower (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +9 (+4 eff.) Changes stats: +8 Lck / +4 Wil Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
stabilizing gold amulet of cunning (+5) stabilizing gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +20% temporal Pinning immunity: +25% Knockback immunity: +29% Amulets can have magical properties. |
Armedohad the Sootwish Armedohad the SootwishCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +3 Wil Changes damage: +15% darkness Disarm immunity: +25% Pinning immunity: +15% Teleport immunity: +15% Life regen: +3.10 Mana each turn: +0.28 Mana when firing critical spell: +3.00 Vim when firing critical spell: +4.00 Amulets can have magical properties. |
Dairorelen the stralite amulet Dairorelen the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +12 Defense: +15 (+7 eff.) Changes stats: +17 Lck / +5 Str Changes resistances: +12% lightning Pinning immunity: +25% Stun/Freeze immunity: +15% Only die when reaching: -100.00 life Light radius: +3 See invisible: +15 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Deepswyrd the stralite amulet Deepswyrd the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +9 Dex / +9 Cun / +8 Con Changes resistances: +9% darkness / +12% temporal Changes damage: +27% darkness / +12% temporal Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Glivea GliveaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +2 Wil Changes resistances penetration: +10% temporal Changes damage: +9% temporal Critical mult.: +10.00% Teleport immunity: +50% Equilibrium when hit: +0.16 Maximum psi: +50.00 Mindpower: +6 (+1 eff.) It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 48 power out of 60/60) : Effective talent level: 2.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass =COULD BE GOOD= Zemekkys' Broken Hourglass =COULD BE GOOD=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 40 power out of 80/80) : Effective talent level: 1.0 Power cost: 40 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
clarifying stralite amulet clarifying stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +20% mind Confusion immunity: +31% Amulets can have magical properties. |
cleansing stralite amulet cleansing stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% nature / +18% blight Poison immunity: +22% Disease immunity: +32% Amulets can have magical properties. |
grounding stralite amulet of healing grounding stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% lightning Cut immunity: +50% Stun/Freeze immunity: +38% Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 1.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 296 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful stralite amulet of willpower (+6) restful stralite amulet of willpower (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +6 Wil Life regen: +2.90 Amulets can have magical properties. |
stabilizing stralite amulet of mastery (0.32 Technique / Two-handed assault) stabilizing stralite amulet of mastery (0.32 Technique / Two-handed assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +13% temporal Talent mastery: +0.32 Technique / Two-handed assault Pinning immunity: +40% Knockback immunity: +31% Amulets can have magical properties. |
starlit stralite amulet starlit stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% light / +24% darkness Blindness immunity: +35% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Cuthyhad' =CURRENT - AN IMM MAIN= stralite amulet 'Cuthyhad' =CURRENT - AN IMM MAIN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +34% mind / +3% physical Reduces incoming crit damage: 15.00% Spell save: +30 (+14 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +25% Confusion immunity: +44% Stun/Freeze immunity: +20% Amulets can have magical properties. |
stralite amulet 'Shocktrail' =IMMS + NATURE PEN= stralite amulet 'Shocktrail' =IMMS + NATURE PEN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% acid / +21% temporal / +5% arcane Changes resistances penetration: +15% nature Changes damage: +15% lightning Mental save: +6 (+2 eff.) Blindness immunity: +15% Disarm immunity: +45% Pinning immunity: +53% Stun/Freeze immunity: +10% Knockback immunity: +40% Amulets can have magical properties. |
stralite amulet 'Silevena' stralite amulet 'Silevena'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% cold Changes damage: +6% acid Talent mastery: +0.34 Wild-gift / Higher draconic abilities Physical save: +30 (+8 eff.) Mental save: +30 (+7 eff.) Teleport immunity: +15% Amulets can have magical properties. |
stralite amulet 'Weepsin' =dmg shield acid pen= stralite amulet 'Weepsin' =dmg shield acid pen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +9 Str / +3 Mag Changes resistances penetration: +20% acid Critical mult.: +10.00% Spell save: +30 (+14 eff.) Maximum mana: +80.00 Damage Shield penetration: +50% Amulets can have magical properties. |
stralite amulet of magic (+7) stralite amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Mag Amulets can have magical properties. |
Aerothra AerothraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Damage when hit (Melee): 12 arcane Changes stats: +3 Str Changes resistances penetration: +10% blight / +33% physical Physical save: +25 (+7 eff.) Spell save: +65 (+25 eff.) Mental save: +25 (+6 eff.) Mana when firing critical spell: +3.00 Maximum life: +30.00 Amulets can have magical properties. |
Frost Lord's Chain =WAT IS THIS= Frost Lord's Chain =WAT IS THIS=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 4.0 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 399.21 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Haludir the Chargeobsidian Haludir the ChargeobsidianCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 lightning Changes stats: +8 Str / +10 Dex / +12 Wil Changes resistances penetration: +15% arcane Changes damage: +12% arcane Maximum vim: +20.00 Damage Shield penetration: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets can have magical properties. |
Silaselaith SilaselaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Armour: +10 Changes stats: +4 Con Changes resistances: +10% physical Changes damage: +15% arcane Physical save: +38 (+9 eff.) Stamina each turn: +1.00 Maximum life: +50.00 Maximum stamina: +25.00 Amulets can have magical properties. |
Vorewyn VorewynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 36% chance to corrode armour by 30% Changes resistances penetration: +20% blight Changes damage: +15% blight Spell save: +12 (+6 eff.) Cut immunity: +80% Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +40.00 Healing mod.: +29% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 385 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
archmage's voratun amulet of magic (+15) archmage's voratun amulet of magic (+15)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15 Mag Changes damage: +8% acid / +8% fire / +7% cold / +8% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
archmage's voratun amulet of manastreaming archmage's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes damage: +6% acid / +7% fire / +7% cold / +7% lightning Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +59.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
clarifying voratun amulet clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% mind Confusion immunity: +41% Amulets can have magical properties. |
clarifying voratun amulet of cunning (+4) clarifying voratun amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +19% mind Confusion immunity: +40% Amulets can have magical properties. |
clarifying voratun amulet of cunning (+5) clarifying voratun amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +24% mind Confusion immunity: +43% Amulets can have magical properties. |
cleansing voratun amulet of dexterity (+9) cleansing voratun amulet of dexterity (+9)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Dex Changes resistances: +24% nature / +24% blight Poison immunity: +42% Disease immunity: +38% Amulets can have magical properties. |
cleansing voratun amulet of healing =CUT/POISON - A MAIN AMULE= cleansing voratun amulet of healing =CUT/POISON - A MAIN AMULE=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% nature / +15% blight Poison immunity: +37% Disease immunity: +34% Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 385 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
cleansing voratun amulet of vision =NEW?= cleansing voratun amulet of vision =NEW?=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% nature / +29% blight Blindness immunity: +40% Poison immunity: +50% Disease immunity: +28% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
enraging voratun amulet enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +10% physical Combat speed: +10% Amulets can have magical properties. |
mindweaver's voratun amulet of the eclipse mindweaver's voratun amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 14% chance to blind Changes stats: +6 Wil Changes damage: +15% light / +15% darkness Mental save: +13 (+3 eff.) Confusion immunity: +18% Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
protective voratun amulet of perfection (0.32 Technique / Combat techniques,0.32 Technique / Combat training) protective voratun amulet of perfection (0.32 Technique / Combat techniques,0.32 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes resistances cap: +7% all Talent masteries: +0.32 Technique / Combat techniques +0.32 Technique / Combat training Physical save: +27 (+7 eff.) Amulets can have magical properties. |
restful voratun amulet of constitution (+8) restful voratun amulet of constitution (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Con Life regen: +4.40 Amulets can have magical properties. |
restful voratun amulet of strength (+7) restful voratun amulet of strength (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Str Life regen: +4.50 Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.36 Cunning / Survival,0.36 Wild-gift / Fire drake aspect) serendipitous voratun amulet of perfection (0.36 Cunning / Survival,0.36 Wild-gift / Fire drake aspect)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +19 (+9 eff.) Changes stats: +20 Lck Talent masteries: +0.36 Cunning / Survival +0.36 Wild-gift / Fire drake aspect Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
stabilizing voratun amulet stabilizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +27% temporal Pinning immunity: +50% Knockback immunity: +43% Amulets can have magical properties. |
stabilizing voratun amulet of strength (+6) stabilizing voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +20% temporal Pinning immunity: +39% Knockback immunity: +31% Amulets can have magical properties. |
stabilizing voratun amulet of vision stabilizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% temporal Blindness immunity: +28% Pinning immunity: +40% Knockback immunity: +38% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
starlit voratun amulet of perfection (0.40 Wild-gift / Call of the wild,0.40 Wild-gift / Storm drake aspect) starlit voratun amulet of perfection (0.40 Wild-gift / Call of the wild,0.40 Wild-gift / Storm drake aspect)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% light / +23% darkness Talent masteries: +0.40 Wild-gift / Call of the wild +0.40 Wild-gift / Storm drake aspect Blindness immunity: +50% Amulets can have magical properties. |
starlit voratun amulet of soulsearing starlit voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% light / +27% darkness Changes damage: +10% blight / +15% fire Critical mult.: +20.00% Blindness immunity: +46% Spellpower: +15 (+7 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Camedudig' =stats + saves= voratun amulet 'Camedudig' =stats + saves=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -9% Damage when hit (Melee): 4 arcane Changes stats: +9 Dex / +10 Wil / +8 Cun / +6 Con Physical save: +19 (+5 eff.) Spell save: +18 (+9 eff.) Mental save: +23 (+6 eff.) Life regen: +0.80 Stamina each turn: +1.40 Spell crit. chance: +1% Movement speed: +10% Healing mod.: +10% Amulets can have magical properties. |
voratun amulet 'Ce'Nolle' voratun amulet 'Ce'Nolle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Fatigue: -12% Changes stats: +3 Wil Changes resistances: +30% lightning / +6% arcane Changes resistances penetration: +25% physical Changes damage: +12% physical Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +50% Maximum stamina: +10.00 Amulets can have magical properties. |
voratun amulet 'Glowsting' voratun amulet 'Glowsting'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +3 Wil / +6 Mag Changes resistances penetration: +25% light Changes damage: +12% light Mana each turn: +0.58 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
voratun amulet 'Lightningshine' =30 shield pen= voratun amulet 'Lightningshine' =30 shield pen=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +7 Wil / +6 Mag Changes resistances: +24% lightning / +14% physical Critical mult.: +15.00% Stamina each turn: +1.20 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +30.00 Damage Shield penetration: +30% Amulets can have magical properties. |
voratun amulet 'Nimbusmonster' voratun amulet 'Nimbusmonster'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 20 lightning / 12 fire Changes stats: +10 Wil Changes resistances penetration: +25% lightning / +15% fire Changes damage: +30% fire Amulets can have magical properties. |
voratun amulet of dexterity (+5) voratun amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. |
voratun amulet of murder voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +15 Critical mult.: +14.00% Amulets can have magical properties. |
voratun amulet of murder voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Critical mult.: +20.00% Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +13% blight / +15% fire Critical mult.: +20.00% Spellpower: +10 (+5 eff.) Amulets can have magical properties. |
warmaker's voratun amulet of cunning (+10) warmaker's voratun amulet of cunning (+10)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +8 Dex / +9 Wil / +10 Cun Amulets can have magical properties. |
warmaker's voratun amulet of willpower (+10) warmaker's voratun amulet of willpower (+10)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +20 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
copper ring 'Shadeswift' =24 stun imm + dr= copper ring 'Shadeswift' =24 stun imm + dr=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness Changes damage: +6% darkness Stun/Freeze immunity: +24% Life regen: +1.10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +6 (+3 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
titan's copper ring =3con= titan's copper ring =3con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
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 / +5% blight Poison immunity: +11% Disease immunity: +11% Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's copper ring of darkness (+22%) =3str= warrior's copper ring of darkness (+22%) =3str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Alytofang the Raingore Alytofang the RaingoreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 20 mind / 16 nature Changes stats: +4 Dex Changes resistances: +15% nature / +12% mind Changes damage: +21% mind Rings can have magical properties. |
Naharakor the steel ring Naharakor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +14 (+7 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Cun Changes resistances: +12% nature / +6% darkness Disease immunity: +15% Knockback immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 32 power out of 50/50) : Effective talent level: 2.0 Power cost: 32 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 48 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Splendourprophet SplendourprophetInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex / +11 Mag / +10 Con Changes resistances: +12% light / +28% fire Changes damage: +9% light / +14% fire Rings can have magical properties. |
Zanytir the steel ring =3dex + accu= Zanytir the steel ring =3dex + accu=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Changes stats: +3 Dex / +4 Wil / +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Spellpower: +6 (+3 eff.) Mindpower: +13 (+3 eff.) Rings can have magical properties. |
conjurer's steel ring of tenacity conjurer's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +27% Maximum life: +27.00 Spellpower: +7 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
steel ring of blight (+12%) steel ring of blight (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of tenacity =life + pin/dis imm= wizard's steel ring of tenacity =life + pin/dis imm=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
Coalpassion CoalpassionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 20 temporal Changes resistances: +20% darkness Changes resistances penetration: +15% darkness / +10% temporal Changes damage: +6% temporal Maximum encumbrance: +32 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Coalwasp the gold ring =BLEED EDGE + gloom + Dr!= Coalwasp the gold ring =BLEED EDGE + gloom + Dr!=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 10 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 14 bleed Damage when hit (Melee): 12 arcane / 16 darkness Changes stats: +7 Cun Changes resistances: +6% darkness / +5% arcane Changes damage: +18% darkness / +6% arcane Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 can have magical properties. |
Emeleyann the gold ring Emeleyann the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +7 Con Changes resistances: +15% mind / +15% temporal Changes resistances penetration: +15% mind / +20% temporal Physical save: +14 (+4 eff.) Rings can have magical properties. |
Galerip the gold ring =accu ring= Galerip the gold ring =accu ring=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +8 (+2 eff.) Armour: +10 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 lightning Changes stats: +5 Str Changes resistances penetration: +10% physical Maximum life: +20.00 Spellpower: +9 (+4 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Yvovena the gold ring Yvovena the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +7 Wil Critical mult.: +20.00% Mental save: +11 (+3 eff.) Confusion immunity: +38% Mana each turn: +0.08 Mana when firing critical spell: +3.00 Maximum mana: +40.00 Spell crit. chance: +6% Rings can have magical properties. |
gold ring 'Fogspawn' =old= gold ring 'Fogspawn' =old=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +3% acid / +9% fire / +26% nature Changes damage: +13% nature / +9% darkness Rings can have magical properties. |
gold ring 'Galevice' =38 stun imm= gold ring 'Galevice' =38 stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +27% lightning Changes resistances penetration: +20% lightning / +25% fire Changes damage: +24% lightning / +9% fire Stun/Freeze immunity: +38% Life regen: +3.20 Rings can have magical properties. |
gold ring 'Hellspall' gold ring 'Hellspall'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +9% blight / +6% cold / +18% nature / +9% acid Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +12 (+3 eff.) Disease immunity: +10% Rings can have magical properties. |
gold ring 'Searparry' gold ring 'Searparry'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 16 arcane / 20 fire Changes stats: +7 Str / +8 Con Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +21% fire Rings can have magical properties. |
marksman's gold ring of corrosion (+24%) marksman's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
marksman's gold ring of fire (+24%) marksman's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
marksman's gold ring of light (+20%) marksman's gold ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
quartz ring quartz ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Rings can have magical properties. |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's gold ring of clarity =conf imm= rogue's gold ring of clarity =conf imm=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Mental save: +7 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
rogue's gold ring of nature (+28%) rogue's gold ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
warrior's gold ring of tenacity =life + disarm/pin imm= warrior's gold ring of tenacity =life + disarm/pin imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
Amablek the stralite ring =disarm poi t imm + res= Amablek the stralite ring =disarm poi t imm + res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +6% light / +5% arcane / +15% mind Physical save: +25 (+7 eff.) Poison immunity: +20% Disarm immunity: +25% Teleport immunity: +15% Rings can have magical properties. |
Betirena the Viperspiker =NATURE PEN + LIFE= Betirena the Viperspiker =NATURE PEN + LIFE=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +26 Changes stats: +14 Str Changes resistances penetration: +20% nature Critical mult.: +29.00% Maximum life: +20.00 Healing mod.: +20% Rings can have magical properties. |
Brightstun BrightstunPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire / 20 arcane / 8 light Changes resistances: +12% light Changes resistances penetration: +26% light Changes damage: +15% light Silence immunity: +44% Mana each turn: +0.27 Light radius: +3 Rings can have magical properties. |
Charqueller CharquellerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Physical power: +8 (+2 eff.) Armour: +24 Defense: +11 (+5 eff.) Ranged Defense: +11 (+6 eff.) Changes stats: +9 Str / +5 Dex Changes damage: +12% fire Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
Dagubar =CURRENT - stun imm constr= Dagubar =CURRENT - stun imm constr=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% mind Changes damage: +12% mind / +6% arcane Silence immunity: +32% Stun/Freeze immunity: +37% Life regen: +2.40 Mana each turn: +0.25 Rings can have magical properties. |
Eruhir the Blackglean Eruhir the BlackgleanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage when hit (Melee): 12 darkness / 16 blight Changes stats: +6 Str Changes resistances penetration: +15% arcane / +15% blight Changes damage: +24% blight / +30% darkness / +9% arcane Rings can have magical properties. |
Galugas =6 dex= Galugas =6 dex=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +11 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Dex / +7 Mag / +4 Wil / +8 Cun Changes resistances: +5% arcane / +12% temporal Changes damage: +3% arcane Spellpower: +22 (+11 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Grinurek =8 dex= Grinurek =8 dex=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +13 (+3 eff.) Armour: +4 Changes stats: +8 Dex / +6 Wil / +14 Cun / +3 Con Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) Spellpower: +13 (+6 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
Harineg the stralite ring =3dex= Harineg the stralite ring =3dex=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +6% lightning / +28% cold Changes damage: +6% physical / +14% cold Critical mult.: +15.00% Physical save: +20 (+5 eff.) Spellpower: +6 (+3 eff.) Rings can have magical properties. |
Isalrawe the Flamevengeance Isalrawe the FlamevengeancePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +10 Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +5 Con Changes resistances: +18% blight / +12% fire / +34% light Changes damage: +17% light / +15% physical Rings can have magical properties. |
Layivea the Viperfist =SLOW + nature m res pen!= Layivea the Viperfist =SLOW + nature m res pen!=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Changes stats: +9 Mag Changes resistances: +15% mind / +9% nature Changes resistances penetration: +15% nature / +15% mind Changes damage: +12% nature / +9% mind Spell save: +18 (+9 eff.) Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Xanuda XanudaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 37% chance to corrode armour by 30% Changes stats: +3 Str Maximum encumbrance: +36 Mental save: +20 (+5 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.12 Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Light radius: +3 Infravision radius: +3 See invisible: +9 Rings can have magical properties. |
Zubiwen the stralite ring =bleed edge + gloom= Zubiwen the stralite ring =bleed edge + gloom=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 12 arcane Changes stats: +9 Cun Changes resistances penetration: +15% arcane / +10% blight Changes damage: +15% temporal Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 can have magical properties. |
marksman's stralite ring of the mind (+14%) marksman's stralite ring of the mind (+14%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +7 Dex Changes resistances: +14% mind Changes damage: +14% mind Rings can have magical properties. |
rogue's stralite ring rogue's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Rings can have magical properties. |
savior's stralite ring of arcana(+0.26/turn) savior's stralite ring of arcana(+0.26/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+3 eff.) Silence immunity: +32% Mana each turn: +0.26 Rings can have magical properties. |
savior's stralite ring of misery savior's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +8 Cun Physical save: +9 (+3 eff.) Spell save: +14 (+7 eff.) Mental save: +11 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Wil Life regen: +1.60 Maximum life: +80.00 Mindpower: +10 (+2 eff.) Healing mod.: +20% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Eilinybeth' =life + healing= stralite ring 'Eilinybeth' =life + healing=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Dex / +8 Mag / +3 Cun Reduces incoming crit damage: 15.00% Life regen: +1.70 Maximum life: +72.00 Infravision radius: +3 Healing mod.: +26% Rings can have magical properties. |
stralite ring 'Elysenn' =conf imm= stralite ring 'Elysenn' =conf imm=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +3.0% Fatigue: -10% Changes stats: +4 Con Changes damage: +15% physical Mental save: +13 (+3 eff.) Confusion immunity: +44% Life regen: +0.40 Rings can have magical properties. |
stralite ring 'Fulydunadan' stralite ring 'Fulydunadan'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +5% arcane Changes resistances penetration: +25% blight Changes damage: +18% arcane / +9% blight Maximum encumbrance: +32 Rings can have magical properties. |
stralite ring 'Magmabrawn' stralite ring 'Magmabrawn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Damage when hit (Melee): 20 fire Changes stats: +5 Dex / +2 Con Physical save: +30 (+8 eff.) Disarm immunity: +44% Pinning immunity: +41% Knockback immunity: +44% Life regen: +0.40 Maximum life: +43.00 Rings can have magical properties. |
stralite ring 'Unrureblek' stralite ring 'Unrureblek'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Damage when hit (Melee): 12 physical Changes stats: +6 Con / +8 Mag Spell save: +37 (+16 eff.) Blindness immunity: +44% Mana each turn: +0.12 Spell crit. chance: +3% Infravision radius: +6 See stealth: +21 See invisible: +13 Rings can have magical properties. |
stralite ring of clarity =conf imm= stralite ring of clarity =conf imm=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +35% Rings can have magical properties. |
stralite ring of nature (+28%) stralite ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
titan's stralite ring of lightning (+28%) titan's stralite ring of lightning (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +28% lightning Changes damage: +14% lightning Physical save: +14 (+4 eff.) Rings can have magical properties. |
warrior's stralite ring of perseverance =stun imm= warrior's stralite ring of perseverance =stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +27% Life regen: +2.50 Rings can have magical properties. |
Beimnir the Cracklemaim =blind + blind imm= Beimnir the Cracklemaim =blind + blind imm=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to blind Damage when hit (Melee): 20 darkness / 20 lightning Changes resistances: +15% lightning / +9% light / +6% darkness Changes resistances penetration: +15% light / +30% lightning Changes damage: +15% darkness Blindness immunity: +50% Light radius: +3 Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Boltbait BoltbaitInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +40% cold Changes resistances penetration: +20% arcane Changes damage: +12% blight / +20% cold Critical mult.: +25.00% Mana when firing critical spell: +2.00 Rings can have magical properties. |
Ce'Nebreta the Corruptionwedge =slow + stun imm= Ce'Nebreta the Corruptionwedge =slow + stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Defense: +11 (+5 eff.) Ranged Defense: +11 (+6 eff.) Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 20 nature Changes stats: +3 Str Changes resistances: +12% acid / +12% nature Changes resistances penetration: +20% physical Changes damage: +9% acid Physical save: +30 (+8 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 64.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 26 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glimmerwitch =life healmod blind -crit = Glimmerwitch =life healmod blind -crit =Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +13 (+3 eff.) Effects on melee hit: * 31% chance to blind Changes stats: +9 Cun / +11 Dex Changes resistances penetration: +10% light Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% Life regen: +1.60 Maximum life: +58.00 Spellpower: +10 (+5 eff.) Mindpower: +14 (+3 eff.) See invisible: +3 Healing mod.: +25% Rings can have magical properties. |
Glory of the Pride =conf + rush CD!= Glory of the Pride =conf + rush CD!=Crafted 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. |
Growthknight the voratun ring =stun/fre 49= Growthknight the voratun ring =stun/fre 49=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Fatigue: -4% Damage when hit (Melee): 12 nature Changes stats: +10 Dex / +11 Cun / +4 Con Spell save: +59 (+23 eff.) Mental save: +43 (+10 eff.) Stun/Freeze immunity: +49% Life regen: +4.80 Hate when firing a critical mind attack: +1.00 Maximum stamina: +24.00 Light radius: +2 Rings can have magical properties. |
Gyleda the voratun ring =mind pen= Gyleda the voratun ring =mind pen=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% blight / +40% darkness / +6% arcane Changes resistances penetration: +15% arcane / +25% mind Changes damage: +39% blight / +20% darkness / +21% arcane Rings can have magical properties. |
Oluredig the Murksage Oluredig the MurksageInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 12 darkness / 24 physical Changes stats: +6 Str / +3 Dex / +4 Con Changes resistances: +34% nature Changes damage: +17% nature Physical save: +12 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +25.00 Rings can have magical properties. |
Porudheta the voratun ring =MAIN - confu + acid pen= Porudheta the voratun ring =MAIN - confu + acid pen=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +7 Con Changes resistances penetration: +10% acid Changes damage: +3% acid / +12% temporal Physical save: +14 (+4 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +75% Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shimmerhack ShimmerhackPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +40% light / +6% lightning Changes resistances penetration: +25% light Changes damage: +32% light / +9% lightning Grants telepathy: Dragon Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum psi: +50.00 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+5 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 104.03 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
accu conf immu =45 conf, 30%blind, 35 acc= accu conf immu =45 conf, 30%blind, 35 acc=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+10 eff.) Armour penetration: +16 Defense: +14 (+7 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +10 Dex / +6 Wil / +8 Cun Changes resistances penetration: +15% blight Critical mult.: +5.00% Mental save: +15 (+4 eff.) Confusion immunity: +45% Spellpower on spell critical (stacks up to 3 times): +11 Spell crit. chance: +4% Mindpower: +14 (+3 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 97% 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 can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +15 (+7 eff.) Rings can have magical properties. |
conjurer's voratun ring of life conjurer's voratun ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Life regen: +1.80 Maximum life: +100.00 Spellpower: +15 (+7 eff.) Healing mod.: +22% Rings can have magical properties. |
conjurer's voratun ring of light (+40%) conjurer's voratun ring of light (+40%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +40% light Changes damage: +20% light Spellpower: +15 (+7 eff.) Rings can have magical properties. |
gladiator's voratun ring of life =100 life 30 healmod= gladiator's voratun ring of life =100 life 30 healmod=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Con Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +9 Str / +10 Cun / +6 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 can have magical properties. |
mule's voratun ring mule's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +32 Rings can have magical properties. |
mule's voratun ring of darkness (+36%) mule's voratun ring of darkness (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +36% darkness Changes damage: +18% darkness Maximum encumbrance: +40 Rings can have magical properties. |
mule's voratun ring of life =90 life 30healmod= mule's voratun ring of life =90 life 30healmod=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +40 Life regen: +2.00 Maximum life: +89.00 Healing mod.: +30% Rings can have magical properties. |
mule's voratun ring of lightning (+40%) mule's voratun ring of lightning (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +40% lightning Changes damage: +20% lightning Maximum encumbrance: +39 Rings can have magical properties. |
painweaver's voratun ring of lightning (+32%) painweaver's voratun ring of lightning (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Changes resistances: +32% lightning Changes damage: +16% lightning / +7% all Spellpower: +14 (+7 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
painweaver's voratun ring of pilfering painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +17 Physical power: +18 (+4 eff.) Defense: +17 (+8 eff.) Changes damage: +8% all Spellpower: +18 (+9 eff.) Mindpower: +14 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 97% 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 can have magical properties. |
pixie's voratun ring of blinding strikes =32 OHblind + 50 lightdmg= pixie's voratun ring of blinding strikes =32 OHblind + 50 lightdmg=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +7 Cun / +7 Mag Spellpower: +15 (+7 eff.) Rings can have magical properties. |
pixie's voratun ring of pilfering pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +8 Defense: +17 (+8 eff.) Changes stats: +7 Cun / +8 Mag Spellpower: +13 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 97% 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 can have magical properties. |
psionicist's voratun ring of lightning (+30%) psionicist's voratun ring of lightning (+30%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +30% lightning Changes damage: +15% lightning Mental save: +16 (+4 eff.) Rings can have magical properties. |
rogue's voratun ring of time (+12%) rogue's voratun ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
savior's voratun ring savior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +11 (+3 eff.) Rings can have magical properties. |
solipsist's voratun ring of blight (+20%) solipsist's voratun ring of blight (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Changes resistances: +20% blight Changes damage: +20% blight Mindpower: +15 (+3 eff.) Rings can have magical properties. |
titan's voratun ring of sensing titan's voratun ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Blindness immunity: +50% Infravision radius: +5 See stealth: +12 See invisible: +24 Rings can have magical properties. |
treant's voratun ring of pilfering =poison disease ~23%= treant's voratun ring of pilfering =poison disease ~23%=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +17 Defense: +17 (+8 eff.) Changes resistances: +13% nature / +15% blight Poison immunity: +21% Disease immunity: +27% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 97% 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 can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+7 eff.) Changes resistances: +15% nature / +14% blight Poison immunity: +30% Disease immunity: +29% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 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 38% for 5 turns. Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+7 eff.) Changes resistances: +15% nature / +15% blight Poison immunity: +30% Disease immunity: +30% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 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 38% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Coalkill' =disarm+Pin imm + life +dR= voratun ring 'Coalkill' =disarm+Pin imm + life +dR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% mind / +20% darkness Changes resistances penetration: +15% mind Changes damage: +18% darkness / +6% mind Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +47.00 Rings can have magical properties. |
voratun ring 'Cutholin' voratun ring 'Cutholin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str Changes resistances: +40% fire / +18% light / +3% physical Changes damage: +18% physical / +20% fire Physical save: +49 (+12 eff.) Healing mod.: +15% Rings can have magical properties. |
voratun ring 'Elenaradas' voratun ring 'Elenaradas'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances: +6% mind / +9% blight Changes damage: +12% blight / +6% mind Spell save: +38 (+16 eff.) Maximum vim: +30.00 Spellpower: +21 (+10 eff.) Spell crit. chance: +6% Mindpower: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
voratun ring of frost (+36%) voratun ring of frost (+36%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +36% cold Changes damage: +18% cold Rings can have magical properties. |
warrior's voratun ring warrior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings can have magical properties. |
warrior's voratun ring of arcana(+0.23/turn) warrior's voratun ring of arcana(+0.23/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Silence immunity: +38% Mana each turn: +0.23 Rings can have magical properties. |
wizard's voratun ring of arcana(+0.24/turn) wizard's voratun ring of arcana(+0.24/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+6 eff.) Silence immunity: +37% Mana each turn: +0.24 Rings can have magical properties. |
wizard's voratun ring of tenacity wizard's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag Spell save: +14 (+7 eff.) Disarm immunity: +33% Pinning immunity: +49% Knockback immunity: +33% Maximum life: +39.00 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+20 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, costing 160 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." |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 114.39 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 24 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 78.99 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Starmortal the living mindstar (17-18.7 power, 40 apr, nature damage) Starmortal the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This harmonious mindstar will complement other natural mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 arcane / 4 light Changes stats: +3 Dex / +4 Mag / +8 Wil / +4 Cun Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +10% nature / +12% arcane Talent mastery: +0.20 Wild-gift / Harmony Physical save: +9 (+3 eff.) Spell save: +9 (+5 eff.) Equilibrium when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +4.00 Maximum mana: +40.00 Maximum hate: +0.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
absorbing living mindstar of persecution (16-17.6 power, 40 apr, mind damage) absorbing living mindstar of persecution (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Changes resistances: +18% lightning / +18% fire / +18% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talents cooldown: Kinetic Leech (+0(-) turn) Kinetic Shield (+0(-) turn) Charge Leech (+0(-) turn) Thermal Leech (+0(-) turn) Thermal Shield (+0(-) turn) Charged Shield (+0(-) turn) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's living mindstar of balance (18-19.8 power, 40 apr, nature damage) caller's living mindstar of balance (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% acid / +10% fire / +8% cold / +10% physical Changes damage: +10% acid / +12% fire / +15% cold / +15% physical Physical save: +7 (+2 eff.) Spell save: +9 (+5 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's living mindstar of sand (16.5-18.15 power, 40 apr, nature damage) caller's living mindstar of sand (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar calls for a summoner. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +20% physical Changes resistances penetration: +10% acid / +29% physical / +10% cold / +10% fire Changes damage: +12% acid / +34% physical / +12% cold / +15% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Burrow, placing all other charms into a 24 cooldown : Effective talent level: 1.3 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 12% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar of life (17-18.7 power, 40 apr, mind damage) parasitic living mindstar of life (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +2.00 Hate when firing a critical mind attack: +6.00 Maximum life: +50.00 Maximum hate: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +21% Life leech: +19% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
purifying living mindstar of persecution (16-17.6 power, 40 apr, mind damage) purifying living mindstar of persecution (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Effects when hit in melee: * 20 arcane resource burn Changes resistances: +10% arcane Changes resistances penetration: +10% arcane Changes damage: +10% arcane Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
summoner's living mindstar of persecution (16.5-18.15 power, 40 apr, nature damage) summoner's living mindstar of persecution (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +24% Unnatural When wielded/worn: Mindpower: +21 (+5 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Blasttooth =CURRENT= Blasttooth =CURRENT=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Wil Changes resistances penetration: +25% light / +25% mind Changes damage: +18% light Mental save: +8 (+2 eff.) Maximum life: +71.00 A belt that goes around your waist. |
Lustreraptor =encum + life= Lustreraptor =encum + life=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: -7% Damage when hit (Melee): 12 light Changes stats: +2 Con Changes resistances: +6% temporal Maximum encumbrance: +40 Maximum life: +70.00 Maximum stamina: +10.00 A belt that goes around your waist. |
CRIT ENCUMBERANCE belt CRIT ENCUMBERANCE beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +4 (+1 eff.) Armour: +33 Defense: +30 (+15 eff.) Fatigue: -10% Changes stats: +6 Dex / +6 Cun / +2 Con Maximum encumbrance: +60 Physical save: +48 (+11 eff.) Stamina each turn: +0.40 Maximum life: +20.00 Mental crit. chance: +15% A belt that goes around your waist. |
Flaremight the drakeskin leather belt =light/arc res + life= Flaremight the drakeskin leather belt =light/arc res + life=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 16 mind / 16 fire Changes resistances: +15% light / +5% arcane Physical save: +12 (+3 eff.) Cut immunity: +35% Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +31.00 Maximum pos.energy: +34.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
drakeskin leather belt 'Demonpain' =dmg red + daze= drakeskin leather belt 'Demonpain' =dmg red + daze=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +15% darkness Changes damage: +21% darkness Mental save: +15 (+4 eff.) Spellpower: +12 (+6 eff.) A belt that goes around your waist. |
Alaradas the Murkviper (1 def, 0 armour) =ALT (blind + 30life)= Alaradas the Murkviper (1 def, 0 armour) =ALT (blind + 30life)=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
Wrap of Stone (0 def, 10 armour) =CURRENT= Wrap of Stone (0 def, 10 armour) =CURRENT=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 87.97 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This object's appearance was changed to Wrap of Stone. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 75 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Bokundur (3 def, 0 armour) =turngain + will= Bokundur (3 def, 0 armour) =turngain + will=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +8 Wil Changes resistances: +9% mind Changes resistances penetration: +15% blight / +10% temporal Changes damage: +6% mind Maximum vim: +52.00 Spellpower: +16 (+8 eff.) Spell crit. chance: +3% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremaneg (10 def, 1 armour) =slow + manaburn= Eremaneg (10 def, 1 armour) =slow + manaburn=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +6% fire / +9% mind / +3% darkness Poison immunity: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 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 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) =best boots= Eden's Guile (2 def, 1 armour) =best boots=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Xanutira the pair of hardened leather boots (0 def, 3 armour) =shield pen 48 life= Xanutira the pair of hardened leather boots (0 def, 3 armour) =shield pen 48 life=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Damage when hit (Melee): 16 blight Changes stats: +4 Cun / +4 Dex Changes resistances: +11% lightning / +11% temporal Changes damage: +6% blight Stamina each turn: +0.70 Mana each turn: +0.08 Maximum life: +48.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Movement speed: +10% Damage Shield penetration: +40% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 68% 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. |
pair of iron boots 'Xeretira' (0 def, 9 armour) =stun conf imm= pair of iron boots 'Xeretira' (0 def, 9 armour) =stun conf imm=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Damage when hit (Melee): 8 arcane Changes damage: +3% blight / +9% physical Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +23% Spellpower on spell critical (stacks up to 3 times): +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour) =move + stun imm + 80life= Boots of the Hunter (2 def, 12 armour) =move + stun imm + 80life=Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 26 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
undeterred pair of voratun boots of speed (0 def, 5 armour) =50 stun/conf= undeterred pair of voratun boots of speed (0 def, 5 armour) =50 stun/conf=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +36% Confusion immunity: +49% Stun/Freeze immunity: +47% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's drakeskin leather gloves of the juggernaut (0 def, 17 armour) =jugger, physR, 60li,disar= stone warden's drakeskin leather gloves of the juggernaut (0 def, 17 armour) =jugger, physR, 60li,disar=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +9% Changes stats: +15 Con Changes resistances: +12% physical Physical save: +18 (+5 eff.) Spell save: +7 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +42% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Offalswift the dwarven-steel gauntlets (0 def, 15 armour) =slow + life + armorhardi= Offalswift the dwarven-steel gauntlets (0 def, 15 armour) =slow + life + armorhardi=Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +11% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +10 Con Changes resistances: +9% physical Changes damage: +15% mind Mental save: +42 (+10 eff.) Maximum hate: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Polaratta the voratun gauntlets (0 def, 7 armour) =dispM+dmg+stunPin immus!= Polaratta the voratun gauntlets (0 def, 7 armour) =dispM+dmg+stunPin immus!=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 18 arcane Changes stats: +14 Mag / +9 Wil / +4 Con Changes resistances: +9% arcane / +9% light Changes damage: +11% arcane Physical save: +15 (+4 eff.) Spell save: +9 (+5 eff.) Mental save: +10 (+3 eff.) Disease immunity: +5% Disarm immunity: +31% Pinning immunity: +20% Stun/Freeze immunity: +15% It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. 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: - Talent 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 (+3 eff.) Spell save: +15 (+8 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 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 189.39 arcane damage and stunned), costing 80 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. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
alchemist's voratun gauntlets of sorrow (0 def, 3 armour) =DAMAGE!= alchemist's voratun gauntlets of sorrow (0 def, 3 armour) =DAMAGE!=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 acid / 38 darkness / 10 cold / 9 fire / 40 mind / 8 lightning Changes stats: +4 Mag / +5 Wil Mental save: -10 (-2 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets of the juggernaut (0 def, 3 armour) scouring voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 35 arcane resource burn Changes stats: +6 Con Physical save: +30 (+8 eff.) Spell save: +31 (+14 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady voratun gauntlets of the iron hand (0 def, 3 armour) steady voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +5 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +96% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Durohor' (0 def, 7 armour) =SLOW + MANAB + 'RED EFF P= voratun gauntlets 'Durohor' (0 def, 7 armour) =SLOW + MANAB + 'RED EFF P=Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 32% chance to reduce effective powers by 20% * 34 arcane resource burn Damage when hit (Melee): 20 mind Changes resistances: +9% nature / +6% fire Changes damage: +9% mind Physical save: +31 (+8 eff.) Spell save: +23 (+11 eff.) Silence immunity: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Arthenik' (2 def, 0 armour) =dmg shield pen= cashmere wizard hat 'Arthenik' (2 def, 0 armour) =dmg shield pen=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +8% lightning / +8% temporal / +8% mind Changes damage: +8% mind Physical save: +8 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.12 Maximum psi: +13.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Cystbearer' (2 def, 0 armour) =slow + weird res= cashmere wizard hat 'Cystbearer' (2 def, 0 armour) =slow + weird res=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +9% nature / +16% temporal Changes damage: +9% acid / +16% temporal A pointy cloth hat, very wizardly... |
Eloritta the elven-silk wizard hat (9 def, 0 armour) =15 stun 20 conf= Eloritta the elven-silk wizard hat (9 def, 0 armour) =15 stun 20 conf=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Cun / +7 Wil Changes resistances: +12% lightning Changes damage: +15% acid / +15% lightning / +13% fire / +13% arcane / +15% cold Critical mult.: +5.00% Confusion immunity: +15% Stun/Freeze immunity: +20% Psi each turn: +0.33 Maximum mana: +60.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
augmenting elven-silk wizard hat of corrosion (+30%) (3 def, 0 armour) =various damage= augmenting elven-silk wizard hat of corrosion (+30%) (3 def, 0 armour) =various damage=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% acid Changes damage: +33% acid / +15% lightning / +14% cold / +13% arcane / +15% fire A pointy cloth hat, very wizardly... |
Corruptionfame (0 def, 3 armour) =wat + nature pen= Corruptionfame (0 def, 3 armour) =wat + nature pen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 arcane / 12 nature Changes resistances: +5% arcane / +16% cold Changes resistances penetration: +25% arcane / +15% nature Changes damage: +15% arcane Allows you to breathe in: water A cap made of leather. |
Duatheloracle (0 def, 3 armour) =turngain + dmg red= Duatheloracle (0 def, 3 armour) =turngain + dmg red=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +7 Dex Changes resistances penetration: +5% darkness Changes damage: +9% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Cheromistir the drakeskin leather cap (0 def, 5 armour) Cheromistir the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to disease * 40% chance to corrode armour by 30% Changes stats: +5 Cun / +2 Wil Changes resistances: +9% acid / +14% fire / +18% blight / +14% cold Changes resistances penetration: +20% acid Changes damage: +9% acid / +15% blight Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) A cap made of leather. |
Cyrawe (12 def, 5 armour) =anti evasion= Cyrawe (12 def, 5 armour) =anti evasion=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +5 Defense: +12 (+6 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +1 Dex / +3 Mag / +10 Cun / +6 Con Changes resistances: +6% acid / +18% light / +17% darkness Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Physical save: +11 (+3 eff.) Mental save: +14 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 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. |
Crown of Command (3 def, 6 armour) =OLD - VERY GOOD (ARTI)= Crown of Command (3 def, 6 armour) =OLD - VERY GOOD (ARTI)=Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +0 Str / +10 Wil / +0 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. This object's appearance was changed to Yaldan Baoth. |
voratun helm 'Scorpionworm' (0 def, 5 armour) =slow will res crit= voratun helm 'Scorpionworm' (0 def, 5 armour) =slow will res crit=Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 12 temporal Changes stats: +16 Lck / +7 Wil Changes resistances: +15% acid / +15% lightning / +15% blight / +15% cold / +3% nature / +15% fire Changes resistances penetration: +15% light Changes damage: +9% nature Mental save: +15 (+4 eff.) Spell crit. chance: +7% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 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. |
4 amber 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. |
22 bloodstone 22 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. |
38 fire opal 38 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. |
31 diamond 31 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. |
24 moonstone 24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 pearl 20 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
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, costing 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. |
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), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
1515 alchemist agate 1515 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. |
62 alchemist bloodstone 62 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. |
Cloudnull the alchemist's lamp =CURRENT= Cloudnull the alchemist's lamp =CURRENT=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +20% lightning Critical mult.: +20.00% Mental save: +6 (+2 eff.) Blindness immunity: +38% Confusion immunity: +21% Hate when firing a critical mind attack: +3.00 Mindpower: +16 (+4 eff.) Light radius: +8 See stealth: +11 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Offalkiller the alchemist's lamp =nature res/pen + dark res= Offalkiller the alchemist's lamp =nature res/pen + dark res=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% darkness / +20% nature Changes resistances penetration: +10% nature Physical save: +11 (+3 eff.) Light radius: +3 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Velomira' =shield pen= dwarven lantern 'Velomira' =shield pen=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +11 Cun Changes resistances: +6% mind Changes damage: +18% mind Spell save: +43 (+18 eff.) Mana when firing critical spell: +6.00 Vim when firing critical spell: +3.00 Maximum mana: +104.00 Light radius: -6 Infravision radius: +8 Damage Shield penetration: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 17.91 cold damage and 21.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 20 power out of 25/25) : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.16 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (158 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
voratun pickaxe 'Mardagabers' (dig speed 7 turns) =armor pen= voratun pickaxe 'Mardagabers' (dig speed 7 turns) =armor pen=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Fatigue: -8% Changes stats: +19 Str / +10 Wil / +5 Cun / +2 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Maximum life: +33.00 Maximum stamina: +26.00 Mental crit. chance: +12% See invisible: +6 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 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 467.00 fire damage (based on Magic), costing 40 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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, costing 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 403.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Cystream [power 42] (24 cooldown) Cystream [power 42] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% nature Talent granted: +3 Telekinetic Blast Equilibrium when hit: +0.20 Maximum hate: +2.00 Maximum psi: +10.00 It can be used to teleport randomly (rad 42), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Glorobrema the stralite torque of charged psionic shield [power 93] (16 cooldown) Glorobrema the stralite torque of charged psionic shield [power 93] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% mind Maximum wards: +2 physical / +3 mind / +2 darkness Talent cooldown: Silence (-2 turns) Talents granted: +1 Ward +6 Silence Mental save: +15 (+4 eff.) Maximum hate: +6.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Poruwyn the Blazesting [power 131] (16 cooldown) =turn gain, wards= Poruwyn the Blazesting [power 131] (16 cooldown) =turn gain, wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes resistances: +24% lightning / +12% temporal Maximum wards: +3 physical / +5 mind / +4 darkness Changes resistances penetration: +15% blight Changes damage: +12% lightning / +15% temporal Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 633] (7 cooldown) overpowered voratun torque of mindblast [power 633] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 10 beam dealing 338.65 to 677.31 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of clear mind [power 6] (10 cooldown) supercharged voratun torque of clear mind [power 6] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 6 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of kinetic psionic shield [power 249] (20 cooldown) supercharged voratun torque of kinetic psionic shield [power 249] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 249 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of thermal psionic shield [power 173] (16 cooldown) telekinetic voratun torque of thermal psionic shield [power 173] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield [power 173] (16 cooldown) voratun torque of charged psionic shield [power 173] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of cure ailments 'Darkquench' [power 3] (8 cooldown) yew totem of cure ailments 'Darkquench' [power 3] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -10% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Str / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes damage: +9% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Amarach the Flarepunish [power 65] (16 cooldown) =rushing claws= Amarach the Flarepunish [power 65] (16 cooldown) =rushing claws=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind / 12 temporal Changes resistances: +6% fire Changes resistances penetration: +15% temporal Changes damage: +6% mind / +12% fire Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Critical mult.: +20.00% Psi when hit: +0.16 Mindpower: +6 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Ivewen [power 4] (8 cooldown) Ivewen [power 4] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +8 (+2 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +5 Str / +5 Con Changes resistances penetration: +25% physical Changes damage: +15% physical Life regen: +0.80 It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
Rhegafang the Cloudbright [power 3] (8 cooldown) Rhegafang the Cloudbright [power 3] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +15% blight / +9% lightning Changes resistances penetration: +25% lightning / +10% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
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: Damage when hit (Melee): 18 nature slow 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 (+10 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 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.), costing 28 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Yaronarithad [power 75] (16 cooldown) =mana burn= Yaronarithad [power 75] (16 cooldown) =mana burn=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire / +6% cold Maximum wards: +3 acid / +4 nature / +4 light Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws +1 Ward Mental save: +39 (+9 eff.) Stun/Freeze immunity: +10% Knockback immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 75 and armour hardiness by 70%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of cure ailments [power 5] (8 cooldown) tentacled dragonbone totem of cure ailments [power 5] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Dimnoon the yew wand of firewall [power 181] (5 cooldown) Dimnoon the yew wand of firewall [power 181] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind / 20 darkness Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Mental save: +30 (+7 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 It can be used to creates a wall of flames lasting 4 turns (dealing 230 fire damage overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Beregen [power 118] (12 cooldown) =wards= Beregen [power 118] (12 cooldown) =wards=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +2 Dex Changes resistances: +3% blight Maximum wards: +7 lightning / +10 temporal / +6 blight / +8 fire / +7 cold Changes damage: +9% physical Talent cooldown: Volcano (-2 turns) Talents granted: +2 Ward +4 Volcano Critical mult.: +6.00% It can be used to disarm traps (118 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By President Dunkelzhan the Halfling Wyrmic level 37
17th Pyre 124th year of Ascendancy at 09:50 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By President Dunkelzhan the Halfling Wyrmic level 30
22nd Haze 123rd year of Ascendancy at 19:00 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By President Dunkelzhan the Halfling Wyrmic level 36
7th Pyre 124th year of Ascendancy at 19:22 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By President Dunkelzhan the Halfling Wyrmic level 43
9th Allure 125th year of Ascendancy at 03:19 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By President Dunkelzhan the Halfling Wyrmic level 50
54th Haze 125th year of Ascendancy at 15:36 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By President Dunkelzhan the Halfling Wyrmic level 41
66th Haze 124th year of Ascendancy at 04:38 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By President Dunkelzhan the Halfling Wyrmic level 26
18th Dusk 123rd year of Ascendancy at 11:03 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By President Dunkelzhan the Halfling Wyrmic level 50
77th Haze 125th year of Ascendancy at 18:55 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By President Dunkelzhan the Halfling Wyrmic level 14
61st Haze 122nd year of Ascendancy at 21:36 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By President Dunkelzhan the Halfling Wyrmic level 50
41st Regrowth 126th year of Ascendancy at 03:02 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By President Dunkelzhan the Halfling Wyrmic level 44
7th Regrowth 125th year of Ascendancy at 10:26 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By President Dunkelzhan the Halfling Wyrmic level 39
7th Flare 124th year of Ascendancy at 20:08 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By President Dunkelzhan the Halfling Wyrmic level 34
55th Regrowth 124th year of Ascendancy at 02:22 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By President Dunkelzhan the Halfling Wyrmic level 50
18th Dusk 126th year of Ascendancy at 04:25 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By President Dunkelzhan the Halfling Wyrmic level 50
18th Dusk 126th year of Ascendancy at 05:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By President Dunkelzhan the Halfling Wyrmic level 21
6th Mirth 123rd year of Ascendancy at 00:30 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By President Dunkelzhan the Halfling Wyrmic level 37
25th Pyre 124th year of Ascendancy at 15:03 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By President Dunkelzhan the Halfling Wyrmic level 50
3rd Mirth 126th year of Ascendancy at 19:57 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By President Dunkelzhan the Halfling Wyrmic level 44
7th Regrowth 125th year of Ascendancy at 22:30 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By President Dunkelzhan the Halfling Wyrmic level 50
2nd Wintertide 126th year of Ascendancy at 14:54 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By President Dunkelzhan the Halfling Wyrmic level 38
74th Pyre 124th year of Ascendancy at 12:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By President Dunkelzhan the Halfling Wyrmic level 29
60th Dusk 123rd year of Ascendancy at 11:54 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By President Dunkelzhan the Halfling Wyrmic level 22
3rd Summertide 123rd year of Ascendancy at 02:18 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By President Dunkelzhan the Halfling Wyrmic level 50
46th Pyre 126th year of Ascendancy at 19:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By President Dunkelzhan the Halfling Wyrmic level 10
43rd Haze 122nd year of Ascendancy at 23:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By President Dunkelzhan the Halfling Wyrmic level 20
2nd Mirth 123rd year of Ascendancy at 10:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By President Dunkelzhan the Halfling Wyrmic level 30
11st Haze 123rd year of Ascendancy at 21:55 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By President Dunkelzhan the Halfling Wyrmic level 40
7th Flare 124th year of Ascendancy at 20:08 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By President Dunkelzhan the Halfling Wyrmic level 50
74th Dusk 125th year of Ascendancy at 13:21 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By President Dunkelzhan the Halfling Wyrmic level 50
75th Regrowth 126th year of Ascendancy at 11:48 see stats
Portal master (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By President Dunkelzhan the Halfling Wyrmic level 50
18th Dusk 126th year of Ascendancy at 05:35 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By President Dunkelzhan the Halfling Wyrmic level 50
58th Pyre 126th year of Ascendancy at 00:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By President Dunkelzhan the Halfling Wyrmic level 16
24th Pyre 123rd year of Ascendancy at 11:22 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By President Dunkelzhan the Halfling Wyrmic level 38
75th Pyre 124th year of Ascendancy at 07:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By President Dunkelzhan the Halfling Wyrmic level 35
2nd Pyre 124th year of Ascendancy at 13:11 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By President Dunkelzhan the Halfling Wyrmic level 41
49th Haze 124th year of Ascendancy at 15:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By President Dunkelzhan the Halfling Wyrmic level 6
30th Haze 122nd year of Ascendancy at 15:39 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By President Dunkelzhan the Halfling Wyrmic level 30
22nd Haze 123rd year of Ascendancy at 19:00 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By President Dunkelzhan the Halfling Wyrmic level 26
23rd Dusk 123rd year of Ascendancy at 08:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By President Dunkelzhan the Halfling Wyrmic level 13
53rd Haze 122nd year of Ascendancy at 03:16 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By President Dunkelzhan the Halfling Wyrmic level 18
70th Pyre 123rd year of Ascendancy at 15:28 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By President Dunkelzhan the Halfling Wyrmic level 46
44th Regrowth 125th year of Ascendancy at 14:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By President Dunkelzhan the Halfling Wyrmic level 25
14th Dusk 123rd year of Ascendancy at 08:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By President Dunkelzhan the Halfling Wyrmic level 18
59th Pyre 123rd year of Ascendancy at 12:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By President Dunkelzhan the Halfling Wyrmic level 36
6th Pyre 124th year of Ascendancy at 04:00 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
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Saving done.
Today is the 29th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:25.
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Today is the 31st Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:06.
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Today is the 33rd Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:48.
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Today is the 34th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 20:30.
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There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Today is the 36th Dusk of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:05.
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Saving done.
President Dunkelzhan deactivates Elemental Harmony.
President Dunkelzhan is back to normal.
President Dunkelzhan slows down.
President Dunkelzhan deactivates Wild Growth.
President Dunkelzhan deactivates Psiblades.
