Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | 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:
Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 55 / 94% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 101 (base 27) |
Dexterity | 107 (base 65) |
Constitution | 79 (base 44) |
Magic | 99 (base 65) |
Willpower | 42 (base 12) |
Cunning | 59 (base 34) |
Resources
Life | 1772/1943 |
Mana | 137/624 |
Paradox | 350 |
Vim | 2/306 |
Healing Factor | 1.6956626506026 |
Regeneration | 77.867950932526 |
Speed
Mental | +52.607391785932% |
Attack | +52.60739178592% |
Movement | 0% |
Spell | +52.60739178592% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 5 |
See Stealth | 100.58615097017 |
See Invisible | 109.58615097017 |
Offense: Mainhand
Damage | 270 |
Accuracy | 78 |
Crit Chance | 31% |
APR | 66 |
Speed | 0.52 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 21% |
Speed | 0.65527625385461 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 19% |
Speed | 0.65527625385461 |
Offense: Damage Bonus
All | +17% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 105.72307323196 (100%) |
Defense | 79 |
Ranged Defense | 81 |
Fatigue | 32 |
Physical Save | 60 |
Spell Save | 63 |
Mental Save | 49 |
Defense: Resistances
All | + 78%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 80% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 98% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 701 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 690 damage for 8 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 595 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is surrounded by a magical shield, absorbing 463/595 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
beneficial effect | The target is regaining 44 life per turn and refreshing talents at twice the normal rate. Invigorate |
beneficial effect | Increases attack, spell, and mind speed by 53%. 3 Time Dilation |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
beneficial effect | Focused on Iveyatira the rattlesnake, +30% critical damage and +30% critical hit chance against this target. Warden's Focus |
beneficial effect | The time distortion has created a restoration field, healing the target for 52 each turn. Temporal Restoration Field |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | The target's defense and saves have been increased by 27. 3 Spin |
beneficial effect | The target is out of phase with reality, increasing defense by 56, resist all by 46%, and reducing the duration of detrimental timed effects by 78%. Out of Phase |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by ghoulking. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by Zubuvea the ghoul. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by fire wyrm. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | 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 |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 75)You completed the challenge and received: Random Artifact: Barklore (24/24, 15-21 power, 10 apr) | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2714. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. 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 stoneskin. 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 |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Alodevor the Gleamwire (5/22, 53-74.2 power, 18 apr) Alodevor the Gleamwire (5/22, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * Slows global speed by 49% * 49 arcane resource burn * 49% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Damage (Ranged): +12 light / +26 bleed Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +16 light Arrows are used with bows to pierce your foes to death. |
Light source | oh, shiny! oh, shiny!Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +20% cold / +9% light / +20% temporal Changes damage: +9% lightning Blindness immunity: +50% Confusion immunity: +30% Light radius: +17 See stealth: +25 See invisible: +25 Defense after a teleport: +40 Resist all after a teleport: +39% New effects duration reduction after a teleport: +58% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Tool | Pickaxe of light and armor penetration (dig speed 3 turns) Pickaxe of light and armor penetration (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +10 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Changes stats: +9 Str / +4 Wil / +1 Con Changes resistances: +10% darkness / +10% fire / +5% arcane / +10% physical Critical mult.: +20.00% Light radius: +3 See invisible: +9 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 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Bone ring of life and immunity Bone ring of life and immunityPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Changes stats: +8 Mag / +8 Wil Changes resistances: +18% nature Changes resistances penetration: +10% blight Disarm immunity: +94% Pinning immunity: +98% Knockback immunity: +96% Life regen: +1.60 Maximum life: +197.00 Maximum vim: +20.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +2% Healing mod.: +28% Rings can have magical properties. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Giluregostir GiluregostirRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +24 cold When wielded/worn: Ammo reloads per turn: +6 Changes stats: +9 Mag Changes resistances penetration: +12% temporal / +15% arcane / +47% physical Changes damage: +15% temporal / +29% cold / +21% physical Talent mastery: +0.30 Chronomancy / Bow Threading Maximum mana: +40.00 Damage Shield penetration: +48% Defense after a teleport: +5 New effects duration reduction after a teleport: +20% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | Penetration (3 def, 0 armour) Penetration (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +25 Defense: +3 (+1 eff.) Changes stats: +10 Dex / +2 Wil / +10 Cun / +3 Con Changes resistances: +6% mind Changes resistances penetration: +10% blight Critical mult.: +29.00% Stealth bonus: +15 Spell save: +14 (+3 eff.) Mental save: +15 (+5 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
biting gale rune of the wizard (268 cold damage; freeze 3 turns with power 65) biting gale rune of the wizard (268 cold damage; freeze 3 turns with power 65)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 268.28 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 65 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 13) controlled phase door rune of the duelist (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 11) controlled phase door rune of the psychic (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 11) controlled phase door rune of the sneak (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 11) controlled phase door rune of the warrior (range 11)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: 12 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (702 lightning damage) lightning rune of the wizard (702 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 234.02 to 702.07 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 464 for 5 turns) shielding rune of the duelist (absorb 464 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 464 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 495 for 7 turns) shielding rune of the psychic (absorb 495 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 7 turns. Its effects scale with your Willpower 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. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (66% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 796/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Bokigrim BokigrimCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +2 Mag / +7 Wil / +7 Cun / +4 Con Changes resistances: +12% acid Changes resistances penetration: +5% acid Talent mastery: +0.34 Chronomancy / Chronomancy Mental save: +13 (+4 eff.) Confusion immunity: +18% Life regen: +0.80 Stamina each turn: +0.90 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Mindpower: +13 (+5 eff.) Movement speed: +10% Amulets can have magical properties. |
Ce'Neba the voratun amulet Ce'Neba the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +15% temporal / +30% fire / +3% physical / +28% cold Changes resistances penetration: +20% acid Physical save: +30 (+7 eff.) Mental save: +30 (+10 eff.) Amulets can have magical properties. |
Coalterror the voratun amulet Coalterror the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +6 Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +10 Dex / +10 Wil / +2 Con Changes resistances: +30% light / +30% darkness Changes resistances penetration: +15% physical Changes damage: +6% darkness / +10% physical Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Blindness immunity: +47% Combat speed: +10% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Daystone the stralite amulet Daystone the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +39% light / +9% blight / +15% cold / +9% mind / +25% darkness Blindness immunity: +44% Disease immunity: +25% Silence immunity: +15% Confusion immunity: +25% Stun/Freeze immunity: +25% Amulets can have magical properties. |
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 (+4 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 371.21 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. |
Hegas the voratun amulet Hegas the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +10 Str Changes resistances: +9% light / +9% nature Changes damage: +9% physical Physical save: +22 (+5 eff.) Spell save: +42 (+10 eff.) Mental save: +15 (+5 eff.) Disarm immunity: +15% Knockback immunity: +20% Combat speed: +10% Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning / +20% all Damage affinity(heal): +20% lightning Spell crit. chance: +10% Mental crit. chance: +10% Movement speed: +15% Chance to avoid any damage: +8% Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Neryrabeth NeryrabethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +16 Fatigue: -9% Changes resistances: +9% temporal / +6% nature / +12% fire Changes damage: +12% blight Mental save: +20 (+6 eff.) Disease immunity: +10% Knockback immunity: +15% Life regen: +3.70 Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Ragysta RagystaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +13 Con Changes damage: +9% physical Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Life regen: +2.90 Maximum life: +64.00 Combat speed: +10% Amulets can have magical properties. |
Velotira VelotiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +2 Dex / +2 Mag / +5 Wil / +3 Con Changes resistances: +18% fire / +30% cold Mental save: +20 (+6 eff.) Mental crit. chance: +2% Infravision radius: +3 See invisible: +15 Amulets can have magical properties. |
Vorudhesenn the steel amulet Vorudhesenn the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 4 physical Changes stats: +2 Str / +5 Dex / +2 Wil / +4 Cun / +5 Con Mental save: +5 (+1 eff.) Confusion immunity: +12% Life regen: +1.10 Stamina each turn: +0.40 Mindpower: +6 (+2 eff.) Movement speed: +10% Healing mod.: +15% 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 (+2 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... |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.3 Power cost: 50 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. |
insulating steel amulet of perfection (0.18 Chronomancy / Spacetime Folding,0.18 Chronomancy / Bow Threading) insulating steel amulet of perfection (0.18 Chronomancy / Spacetime Folding,0.18 Chronomancy / Bow Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +10% cold Talent masteries: +0.18 Chronomancy / Spacetime Folding +0.18 Chronomancy / Bow Threading Amulets can have magical properties. |
steel amulet 'Salorin' steel amulet 'Salorin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Con Physical save: +7 (+2 eff.) Life regen: +2.50 Equilibrium when hit: +0.12 Maximum life: +34.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
voratun amulet 'Unruzor' voratun amulet 'Unruzor'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +12% lightning / +12% cold / +12% darkness Changes resistances penetration: +26% acid Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Knockback immunity: +25% Life regen: +4.50 Amulets can have magical properties. |
voratun amulet 'Xerugarin' voratun amulet 'Xerugarin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% acid / +6% fire / +6% light Talent mastery: +0.40 Chronomancy / Bow Threading Mental save: +20 (+6 eff.) Stun/Freeze immunity: +30% Amulets can have magical properties. |
voratun amulet 'Yarodunagen' voratun amulet 'Yarodunagen'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 12 mind Changes stats: +5 Str / +3 Mag Changes damage: +10% physical Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anugarak the Blindglory Anugarak the BlindgloryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light / 4 mind Changes resistances: +42% light Changes resistances penetration: +5% light / +10% mind Changes damage: +15% light Light radius: +3 Rings can have magical properties. |
Aredavea the Murkbright Aredavea the MurkbrightInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes resistances: +26% fire / +3% darkness / +15% light Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +13% fire Rings can have magical properties. |
Arthyhek the stralite ring Arthyhek the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str Changes resistances: +36% nature Changes damage: +18% nature Mental save: +20 (+6 eff.) Blindness immunity: +15% Disease immunity: +30% Cut immunity: +25% Rings can have magical properties. |
Belenor the gold ring Belenor the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +6 Changes stats: +4 Dex Changes resistances: +5% arcane / +9% fire Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +25% Rings can have magical properties. |
Belyrig BelyrigCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +9 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +2 Mag Changes resistances: +12% mind / +12% temporal Knockback immunity: +15% Mana each turn: +0.12 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Chalesarak ChalesarakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 acid Changes stats: +2 Wil Changes resistances: +34% lightning Changes resistances penetration: +20% mind Changes damage: +17% lightning / +12% mind Critical mult.: +20.00% Mental save: +31 (+10 eff.) Equilibrium when hit: +0.16 Rings can have magical properties. |
Dagandur the gold ring Dagandur the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +5% arcane / +12% blight Changes damage: +15% arcane / +6% blight Mental save: +10 (+3 eff.) Confusion immunity: +35% 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 (+3 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 199.36 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 3 turn(s), costing 32 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. |
Flamegrit FlamegritInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -12% Effects on melee hit: * 36% chance to corrode armour by 30% Changes stats: +3 Str / +1 Dex Changes resistances: +34% nature Changes damage: +17% nature / +18% fire Grants telepathy: All See invisible: +3 Rings can have magical properties. |
Glitterdredge GlitterdredgePowered 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: +12 (+3 eff.) Physical crit. chance: +5.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom * 30% chance to blind Damage (Melee): 16 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +7 Cun / +6 Dex Changes resistances: +2% physical Blindness immunity: +44% Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +9.00 Infravision radius: +5 See stealth: +20 See invisible: +21 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 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. |
Kindlestoker the gold ring Kindlestoker the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness Changes stats: +3 Mag / +4 Con Changes resistances: +9% light Changes damage: +12% light Grants telepathy: Dragon Humanoid/Orc Mental save: +11 (+3 eff.) Confusion immunity: +38% Rings can have magical properties. |
Mohor the voratun ring Mohor the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% light Changes damage: +15% mind Critical mult.: +10.00% Stun/Freeze immunity: +36% Life regen: +0.90 Maximum hate: +6.00 Maximum psi: +20.00 Rings can have magical properties. |
Murksteel the voratun ring Murksteel the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Physical power: +13 (+2 eff.) Armour: +4 Damage when hit (Melee): 20 darkness Changes stats: +7 Str / +10 Con Changes resistances: +6% temporal / +40% cold Changes damage: +20% cold Reduces incoming crit damage: 18.00% Life regen: +1.80 Maximum life: +93.00 Healing mod.: +30% Rings can have magical properties. |
Polatta the stralite ring Polatta the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -10% Changes stats: +3 Str / +10 Cun / +3 Con Changes damage: +12% mind Critical mult.: +20.00% Silence immunity: +40% Mana each turn: +0.34 Light radius: +3 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 (+2 eff.) Spell save: +10 (+2 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. |
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 / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +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 offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +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. |
Shockorder ShockorderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes stats: +10 Str / +10 Con Changes resistances: +9% acid Changes resistances penetration: +25% lightning / +30% acid Changes damage: +9% acid Rings can have magical properties. |
Siletha SilethaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 49% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 temporal Changes damage: +12% blight / +36% temporal / +21% arcane Maximum encumbrance: +40 Rings can have magical properties. |
Suntrencher the voratun ring Suntrencher the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 12 arcane Changes stats: +7 Str / +3 Con Changes resistances: +4% physical Changes damage: +15% fire Physical save: +60 (+15 eff.) Disarm immunity: +49% Pinning immunity: +50% Knockback immunity: +47% Maximum life: +50.00 Rings can have magical properties. |
Vorevena the Glintsquall Vorevena the GlintsquallInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 49% chance to gain 10% of a turn (3/turn limit) * 24% chance to disease Damage when hit (Melee): 24 light Changes resistances: +6% temporal Changes damage: +27% temporal Life regen: +1.70 Maximum life: +88.00 Light radius: +3 Healing mod.: +25% Rings can have magical properties. |
gold ring 'Beliwe' gold ring 'Beliwe'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Wil / +4 Mag Changes damage: +6% arcane Grants telepathy: Humanoid/Orc Mental save: +11 (+3 eff.) Confusion immunity: +34% Light radius: +3 Infravision radius: +2 Rings can have magical properties. |
gold ring 'Mayythra' gold ring 'Mayythra'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +3 Con Changes resistances: +6% darkness / +9% lightning Spell save: +12 (+3 eff.) Confusion immunity: +10% Stun/Freeze immunity: +28% Life regen: +1.60 Maximum stamina: +10.00 Rings can have magical properties. |
marksman's stralite ring of life marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Life regen: +1.40 Maximum life: +72.00 Healing mod.: +13% Rings can have magical properties. |
stralite ring 'Gasta' stralite ring 'Gasta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 26% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes stats: +4 Cun / +5 Dex Changes resistances: +9% cold Physical save: +15 (+4 eff.) Spell save: +42 (+10 eff.) Disease immunity: +20% Cut immunity: +15% Rings can have magical properties. |
stralite ring 'Hanoroddathel' stralite ring 'Hanoroddathel'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +3 Str / +2 Dex / +2 Con Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +6.00% Stun/Freeze immunity: +44% Life regen: +3.90 Mental crit. chance: +5% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Betheba' voratun ring 'Betheba'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Mag / +14 Wil Critical mult.: +10.00% Spell save: +9 (+2 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +46% Stun/Freeze immunity: +50% Life regen: +3.10 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +17 (+5 eff.) Rings can have magical properties. |
voratun ring 'Dawnoracle' voratun ring 'Dawnoracle'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 30% chance to blind * 10% chance to disease Changes stats: +8 Str / +9 Con Changes resistances: +6% blight / +40% fire / +3% light Changes resistances penetration: +20% blight Changes damage: +20% fire Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +44% Maximum life: +50.00 Light radius: +1 Rings can have magical properties. |
voratun ring 'Suntyphoon' voratun ring 'Suntyphoon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +18 Damage when hit (Melee): 4 light Changes stats: +9 Str Changes resistances: +34% lightning / +6% light Changes damage: +17% lightning / +12% light Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +14 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Prismwoe the voratun battleaxe (57-85.5 power, 4 apr)Prismwoe the voratun battleaxe (57-85.5 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 170% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 blight / +24 fire Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +19 (+4 eff.) Effects on melee hit: * 48% chance to blind Damage when hit (Melee): 24 acid Changes resistances: +12% fire Changes damage: +12% arcane / +12% blight Spell save: +9 (+2 eff.) Disarm immunity: +70% Mana each turn: +0.08 Maximum vim: +40.00 Spell crit. chance: +3% Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel greatsword of shearing (35.5-56.8 power, 2 apr)blazebringer's dwarven-steel greatsword of shearing (35.5-56.8 power, 2 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Armour penetration: +16 Changes resistances penetration: +16% physical / +16% fire Changes damage: +14% physical Global speed: +6% Massive two-handed swords. |
Dragonporn DragonpornRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to daze at end of turn Travel speed: +200% Damage (Ranged): +47 nature When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Changes stats: +2 Str Changes resistances: +15% all Changes resistances penetration: +54% physical / +18% nature / +21% temporal Changes damage: +56% physical / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Healing mod.: +10% Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Pitchquill the dragonbone longbow Pitchquill the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to inflict 15% damage reduction Damage (Ranged): +21 cold Burst (radius 1) on hit: +2 temporal When wielded/worn: Physical power: +17 (+3 eff.) Ammo reloads per turn: +8 Changes stats: +3 Str / +8 Mag Changes resistances: +6% darkness / +3% temporal Changes resistances penetration: +11% temporal / +17% physical Changes damage: +24% cold / +11% temporal / +6% light / +14% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+5 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
dragonbone longbow 'Unrundil' dragonbone longbow 'Unrundil'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 15% chance to daze at end of turn When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +14 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +3% lightning / +9% fire / +6% temporal / +1% physical Changes resistances penetration: +23% lightning / +20% physical Changes damage: +23% physical Critical mult.: +5.00% Maximum stamina: +15.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. truestriking stralite longsword of daylight (36.5-51.1 power, 5 apr)truestriking stralite longsword of daylight (36.5-51.1 power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 light Damage against: +24% Undead When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Shadowguile'drakeskin leather sling 'Shadowguile' Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 64% chance to inflict 15% damage reduction * 40% chance to cause random gloom On weapon crit: * silences the target Damage (Ranged): +25 nature When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +7.0% Changes stats: +1 Wil / +3 Con Changes resistances: +6% acid / +3% light / +3% cold / +8% arcane / +3% mind Changes resistances penetration: +15% nature Changes damage: +15% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. halfling hardened leather sling of true flighthalfling hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +11.0% Changes damage: +16% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. acidic stralite steamsaw of rage (30-45 power, 19 apr)acidic stralite steamsaw of rage (30-45 power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +69 On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +6 Str Changes damage: +13% physical Talent granted: +2 Block Stamina when hit: +1.30 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. iron steamsaw of projection (10-15 power, 0 apr)iron steamsaw of projection (10-15 power, 0 apr) Requires: - Magic 11 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Shadowdeath (57-91.2 power, 13 apr)Shadowdeath (57-91.2 power, 13 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 57.0 - 91.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +20 arcane / +16 darkness When wielded/worn: Armour: +6 Effects on melee hit: * 45% chance to inflict 15% damage reduction Changes resistances: +9% darkness Changes resistances penetration: +15% arcane Spell save: +9 (+2 eff.) Stun/Freeze immunity: +40% Maximum mana: +60.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Coaltrencher CoaltrencherInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% blight / +12% temporal Changes resistances penetration: +10% darkness Blindness immunity: +10% Confusion immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +10% Maximum life: +54.00 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 37% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Rhytolen the hardened leather belt Rhytolen the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes resistances penetration: +15% blight Physical save: +20 (+5 eff.) Mana each turn: +0.08 Only die when reaching: -40.00 life Maximum life: +46.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
hardened leather belt 'Camuhell' hardened leather belt 'Camuhell'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Mag / +8 Wil / +3 Cun Changes resistances: +10% light / +9% darkness Reduced damage from: +26% Summoned Grants telepathy: Dragon Spell crit. chance: +5% See invisible: +6 A belt that goes around your waist. |
hardened leather belt 'Xanynn' hardened leather belt 'Xanynn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Str / +4 Mag / +8 Wil Changes resistances: +5% arcane Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +10 Light radius: +2 A belt that goes around your waist. |
reinforced drakeskin leather belt of carrying reinforced drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+3 eff.) Fatigue: -9% Maximum encumbrance: +60 Physical save: +25 (+6 eff.) A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Gorurand the elven-silk cloak (3 def, 13 armour) Gorurand the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Armour: +13 Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +6 Mag / +5 Wil / +4 Cun Changes resistances: +25% cold Grants telepathy: Humanoid/Orc Critical mult.: +34.00% Stealth bonus: +11 Spell save: +3 (+0 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrerupture the elven-silk cloak (3 def, 17 armour) Lustrerupture the elven-silk cloak (3 def, 17 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +6% lightning / +30% cold Changes resistances penetration: +10% light / +20% blight Reduces incoming crit damage: 19.00% Physical save: +20 (+5 eff.) Spell save: +6 (+1 eff.) Mental save: +39 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)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 (+2 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 32 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. |
Eilinotha (25 def, 14 armour) Eilinotha (25 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+5 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +3 Dex / +2 Wil / +6 Cun Psi when hit: +0.12 Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Olutir (0 def, 27 armour) Olutir (0 def, 27 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +27 Fatigue: +5% Damage when hit (Melee): 24 mind Changes resistances: +3% physical Critical mult.: +12.00% Life regen: +2.00 Only die when reaching: -100.00 life Maximum life: +90.00 Infravision radius: +3 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of uncanny dodging (4 def, 1 armour)grounding pair of rough leather boots of uncanny dodging (4 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Changes resistances: +7% lightning / +7% temporal A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Drerak the drakeskin leather gloves (0 def, 15 armour) Drerak the drakeskin leather gloves (0 def, 15 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +15 Damage when hit (Melee): 20 mind Changes stats: +2 Cun Grants telepathy: Dragon Physical save: +10 (+2 eff.) Mental save: +40 (+12 eff.) Disarm immunity: +48% Hate when firing a critical mind attack: +4.00 Maximum life: +146.00 Mental crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashprophet the voratun gauntlets (0 def, 23 armour) Flashprophet the voratun gauntlets (0 def, 23 armour)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: Physical power: +22 (+4 eff.) Armour: +23 Armour Hardiness: +15% Damage when hit (Melee): 8 light / 16 physical Changes stats: +11 Str / +5 Dex / +5 Cun / +15 Con Changes resistances: +7% physical Changes damage: +9% blight Talent cooldown: Double Strike (-1 turn) Physical save: +34 (+8 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 87.80 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent 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 25 power out of 25/25) : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. 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. |
This item will automatically be transmogrified when you leave the level. heroic hardened leather gloves of war-making (0 def, 7 armour)heroic hardened leather gloves of war-making (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +7 Critical mult.: +11.00% Mental save: +11 (+3 eff.) Maximum life: +56.00 Spell crit. chance: +14% Mental crit. chance: +14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. radiant drakeskin leather gloves of dexterity (+6) (0 def, 3 armour)radiant drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Damage (Melee): 20 light Changes stats: +6 Dex Changes resistances: +15% light Changes damage: +10% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aruthra (2 def, 0 armour) Aruthra (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 blight / 4 acid Changes resistances: +19% fire / +9% darkness / +20% physical Changes damage: +6% blight / +13% fire / +6% darkness / +23% physical Maximum mana: +20.00 Maximum hate: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of the deep (4 def, 9 armour)searing stralite mail armour of the deep (4 def, 9 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 17 acid / 20 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +33% acid / +12% cold / +26% fire Allows you to breathe in: water A suit of armour made of mail. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level. cleansing reinforced leather armour of acid resistance (4 def, 7 armour)cleansing reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +27% acid / +18% nature / +16% blight A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Arkul's Siege Arrows (0/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (0/14, 68-95.2 power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Arrows of butthurt (12/22, 79.5-111.3 power, 18 apr) Arrows of butthurt (12/22, 79.5-111.3 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 79.5 - 111.3 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * 20% chance to daze at end of turn * 10% chance to stun, blind, pin, or confuse the target * 20% chance to torment the target Damage (Ranged): +8 acid / +53 temporal / +26 darkness / +30 mind / +57 physical Burst (radius 1) on hit: +8 lightning / +4 acid Arrows are used with bows to pierce your foes to death. |
Betedhenne (18/18, 57.5-80.5 power, 22 apr) Betedhenne (18/18, 57.5-80.5 power, 22 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.5 - 80.5 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +56 physical Burst (radius 1) on hit: +16 physical Arrows are used with bows to pierce your foes to death. |
Bileburst (21/21, 54.5-76.3 power, 18 apr) Bileburst (21/21, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 100% Mag, 70% Dex Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Turns elapse between self-loadings: 0 On weapon hit: * Slows global speed by 40% * 49% chance to blind Damage (Ranged): +24 nature Burst (radius 1) on hit: +32 light / +24 nature Burst (radius 2) on crit: +12 nature / +16 light Arrows are used with bows to pierce your foes to death. |
Burnmire the quiver of dragonbone arrows (6/22, 54-75.6 power, 18 apr) Burnmire the quiver of dragonbone arrows (6/22, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 40% chance to disease * 41% chance to cause random gloom * 41% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Damage (Ranged): +30 lightning / +4 blight / +16 fire Burst (radius 1) on hit: +16 acid / +8 fire Arrows are used with bows to pierce your foes to death. |
Gavon the Sootgash (23/23, 45.5-63.7 power, 14 apr) Gavon the Sootgash (23/23, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 On weapon hit: * Slows global speed by 41% * 41 arcane resource burn * 40% chance to inflict 15% damage reduction Damage (Ranged): +32 darkness Burst (radius 2) on crit: +12 darkness Arrows are used with bows to pierce your foes to death. |
Gloomsting (20/20, 51.5-72.1 power, 18 apr) Gloomsting (20/20, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +20.0% Capacity: 20 On weapon hit: * 20% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid * cripple the target Damage (Ranged): +30 acid / +8 darkness Burst (radius 1) on hit: +4 darkness / +8 temporal Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 100% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 100% Mag Damage type: Bright light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Sepsisraider (22/22, 69.5-97.3 power, 36 apr) Sepsisraider (22/22, 69.5-97.3 power, 36 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +15.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 53% chance to cause random gloom * 20% chance to corrode armour by 30% Travel speed: +200% Damage (Ranged): +4 acid / +41 darkness / +35 mind / +4 nature Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 nature / +8 acid Damage against: +24% Living Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (17/18, 62-86.8 power, 20 apr) The Titan's Quiver (17/18, 62-86.8 power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 110% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
lightning arrows of cripple and daze (23/23, 97.5-136.5 power, 18 apr) lightning arrows of cripple and daze (23/23, 97.5-136.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 97.5 - 136.5 Uses stats: 100% Mag, 70% Dex Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * 47% chance to daze at end of turn * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Damage (Ranged): +30 temporal / +8 fire / +26 physical Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
phy arrows of turn (23/23, 74.5-104.3 power, 32 apr) =SECONDARY= phy arrows of turn (23/23, 74.5-104.3 power, 32 apr) =SECONDARY=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.5 - 104.3 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +21.0% Capacity: 23 On weapon hit: * 63% chance to gain 10% of a turn (3/turn limit) * 47% chance to disease Travel speed: +200% Damage (Ranged): +30 temporal / +26 cold Burst (radius 1) on hit: +4 blight / +4 temporal / +32 fire Burst (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. |
phy cripple arrows (20/20, 54-75.6 power, 18 apr) phy cripple arrows (20/20, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +29 gravity / +23 temporal / +23 nature / +4 arcane Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +28 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Growpiety' (18/18, 53-74.2 power, 18 apr) quiver of dragonbone arrows 'Growpiety' (18/18, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 100% Mag, 70% Dex Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +24.0% Capacity: 18 Turns elapse between self-loadings: 0 On weapon hit: * 40% chance to disease * Slows global speed by 20% * 41% chance to cause random gloom * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +24 darkness / +23 mind / +24 nature Burst (radius 2) on crit: +4 blight Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Starquick' (20/20, 52-72.8 power, 18 apr) quiver of dragonbone arrows 'Starquick' (20/20, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * Slows global speed by 60% * 62 arcane resource burn * 10% chance to knock the target back Damage (Ranged): +75 physical / +20 light / +8 nature Burst (radius 1) on hit: +28 mind / +16 nature / +16 light Burst (radius 2) on crit: +16 light Arrows are used with bows to pierce your foes to death. |
44 alchemist agate 44 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Malehek (dig speed 14 turns) Malehek (dig speed 14 turns)Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Changes stats: +13 Str / +6 Mag / +7 Wil / +4 Con Changes resistances: +3% nature Physical save: +6 (+1 eff.) Mental save: +30 (+10 eff.) Poison immunity: +10% Disease immunity: +10% Life regen: +0.80 Maximum mana: +60.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 366.91 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe 'Bleakpiercer' (dig speed 18 turns) voratun pickaxe 'Bleakpiercer' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +3 Str / +6 Mag Changes resistances penetration: +25% darkness Spell save: +9 (+2 eff.) Spell crit. chance: +3% Infravision radius: +3 Damage Shield penetration: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 51/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
turquoise 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dairihek DairihekCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% blight Changes damage: +12% arcane Reduces incoming crit damage: 15.00% Mental save: +30 (+10 eff.) Blindness immunity: +38% Confusion immunity: +21% Stun/Freeze immunity: +10% Knockback immunity: +15% Light radius: +8 See stealth: +17 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Gykhad GykhadPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Mag Changes resistances: +21% fire / +9% darkness / +5% physical Mental save: +30 (+10 eff.) Stun/Freeze immunity: +20% Spellpower: +12 (+3 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ivyraba the dwarven lantern Ivyraba the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +19 (+3 eff.) Changes stats: +12 Wil Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +3% mind Critical mult.: +35.00% Mental save: +6 (+2 eff.) Blindness immunity: +45% Confusion immunity: +26% Equilibrium when hit: +0.12 Light radius: +10 See stealth: +16 See invisible: +21 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Willowransom the dwarven lantern Willowransom the dwarven lanternPowered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 29 fire Changes stats: +8 Mag Changes resistances: +13% blight / +9% fire / +11% darkness / +3% light Changes resistances penetration: +10% nature Knockback immunity: +20% Only die when reaching: -20.00 life Spellpower: +23 (+6 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See invisible: +14 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 40 blight damage or heals 51 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xanyvea the alchemist's lamp Xanyvea the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes stats: +3 Mag Changes resistances penetration: +11% all Changes damage: +12% blight / +21% arcane Spell save: +6 (+1 eff.) Mana each turn: +0.08 Maximum vim: +50.00 Spell crit. chance: +3% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Haretolen' alchemist's lamp 'Haretolen'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Wil Critical mult.: +15.00% Spell save: +30 (+7 eff.) Maximum life: +43.00 Maximum vim: +20.00 Light radius: +3 Damage Shield penetration: +50% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Obsidiantooth' alchemist's lamp 'Obsidiantooth'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +5 Wil Changes resistances: +6% mind Changes resistances penetration: +25% darkness / +25% mind Changes damage: +11% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 fire opal 2 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. |
2 ruby 2 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. |
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 582.66 fire damage (based on Magic), costing 50 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 697.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Poraminn the Flashbright [power 173] (14/20 cooldown) Poraminn the Flashbright [power 173] (14/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 16 lightning Changes resistances: +15% blight Blindness immunity: +20% Disease immunity: +30% Cut immunity: +20% Confusion immunity: +15% 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 20 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Zubibrevena' [power 90] (14/20 cooldown) dragonbone totem of thorny skin 'Zubibrevena' [power 90] (14/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +6 Changes resistances: +6% acid / +12% light Changes resistances penetration: +25% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +12.00% See invisible: +9 Healing mod.: +40% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 262.68 temporal and 232.83 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
diamond 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Danna Skelly the Skeleton Temporal Warden level 34
47th Regrowth 123rd year of Ascendancy at 06:32 see stats
By Danna Skelly the Skeleton Temporal Warden level 22
8th Haze 122nd year of Ascendancy at 09:41 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
26th Regrowth 124th year of Ascendancy at 23:25 see stats
By Danna Skelly the Skeleton Temporal Warden level 34
45th Regrowth 123rd year of Ascendancy at 10:32 see stats
By Danna Skelly the Skeleton Temporal Warden level 27
36th Haze 122nd year of Ascendancy at 12:49 see stats
By Danna Skelly the Skeleton Temporal Warden level 38
9th Pyre 123rd year of Ascendancy at 20:00 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
61st Dusk 123rd year of Ascendancy at 23:03 see stats
By Danna Skelly the Skeleton Temporal Warden level 23
23rd Haze 122nd year of Ascendancy at 15:00 see stats
By Danna Skelly the Skeleton Temporal Warden level 46
5th Dusk 123rd year of Ascendancy at 23:00 see stats
By Danna Skelly the Skeleton Temporal Warden level 37
55th Regrowth 123rd year of Ascendancy at 14:35 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
2nd Allure 124th year of Ascendancy at 01:27 see stats
By Danna Skelly the Skeleton Temporal Warden level 24
26th Haze 122nd year of Ascendancy at 10:53 see stats
By Danna Skelly the Skeleton Temporal Warden level 46
16th Dusk 123rd year of Ascendancy at 20:55 see stats
By Danna Skelly the Skeleton Temporal Warden level 8
1st Dusk 122nd year of Ascendancy at 03:26 see stats
By Danna Skelly the Skeleton Temporal Warden level 49
32nd Dusk 123rd year of Ascendancy at 04:17 see stats
By Danna Skelly the Skeleton Temporal Warden level 35
52nd Regrowth 123rd year of Ascendancy at 19:07 see stats
By Danna Skelly the Skeleton Temporal Warden level 29
4th Regrowth 123rd year of Ascendancy at 18:48 see stats
By Danna Skelly the Skeleton Temporal Warden level 30
13rd Regrowth 123rd year of Ascendancy at 13:38 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
7th Allure 124th year of Ascendancy at 23:43 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
25th Regrowth 124th year of Ascendancy at 23:41 see stats
By Danna Skelly the Skeleton Temporal Warden level 20
5th Haze 122nd year of Ascendancy at 05:53 see stats
By Danna Skelly the Skeleton Temporal Warden level 30
12nd Regrowth 123rd year of Ascendancy at 15:40 see stats
By Danna Skelly the Skeleton Temporal Warden level 52
60th Regrowth 124th year of Ascendancy at 15:53 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
52nd Dusk 123rd year of Ascendancy at 07:05 see stats
By Danna Skelly the Skeleton Temporal Warden level 43
47th Pyre 123rd year of Ascendancy at 04:04 see stats
By Danna Skelly the Skeleton Temporal Warden level 22
8th Haze 122nd year of Ascendancy at 09:19 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
62nd Dusk 123rd year of Ascendancy at 04:51 see stats
By Danna Skelly the Skeleton Temporal Warden level 23
23rd Haze 122nd year of Ascendancy at 16:30 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
49th Dusk 123rd year of Ascendancy at 06:35 see stats
By Danna Skelly the Skeleton Temporal Warden level 10
8th Dusk 122nd year of Ascendancy at 20:30 see stats
By Danna Skelly the Skeleton Temporal Warden level 20
5th Haze 122nd year of Ascendancy at 05:02 see stats
By Danna Skelly the Skeleton Temporal Warden level 30
4th Regrowth 123rd year of Ascendancy at 19:46 see stats
By Danna Skelly the Skeleton Temporal Warden level 40
19th Pyre 123rd year of Ascendancy at 15:55 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
33rd Dusk 123rd year of Ascendancy at 03:57 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
51st Dusk 123rd year of Ascendancy at 01:25 see stats
By Danna Skelly the Skeleton Temporal Warden level 49
32nd Dusk 123rd year of Ascendancy at 08:39 see stats
By Danna Skelly the Skeleton Temporal Warden level 23
23rd Haze 122nd year of Ascendancy at 16:30 see stats
By Danna Skelly the Skeleton Temporal Warden level 42
34th Pyre 123rd year of Ascendancy at 21:50 see stats
By Danna Skelly the Skeleton Temporal Warden level 15
42nd Dusk 122nd year of Ascendancy at 10:40 see stats
By Danna Skelly the Skeleton Temporal Warden level 25
27th Haze 122nd year of Ascendancy at 20:30 see stats
By Danna Skelly the Skeleton Temporal Warden level 30
12nd Regrowth 123rd year of Ascendancy at 15:39 see stats
By Danna Skelly the Skeleton Temporal Warden level 24
26th Haze 122nd year of Ascendancy at 08:39 see stats
By Danna Skelly the Skeleton Temporal Warden level 36
52nd Regrowth 123rd year of Ascendancy at 20:09 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
7th Allure 124th year of Ascendancy at 23:43 see stats
By Danna Skelly the Skeleton Temporal Warden level 10
8th Dusk 122nd year of Ascendancy at 20:44 see stats
By Danna Skelly the Skeleton Temporal Warden level 22
8th Haze 122nd year of Ascendancy at 09:41 see stats
By Danna Skelly the Skeleton Temporal Warden level 50
7th Allure 124th year of Ascendancy at 23:43 see stats
By Danna Skelly the Skeleton Temporal Warden level 41
31st Pyre 123rd year of Ascendancy at 23:23 see stats
By Danna Skelly the Skeleton Temporal Warden level 11
17th Dusk 122nd year of Ascendancy at 22:06 see stats
By Danna Skelly the Skeleton Temporal Warden level 44
1st Mirth 123rd year of Ascendancy at 16:17 see stats
By Danna Skelly the Skeleton Temporal Warden level 29
1st Decay 122nd year of Ascendancy at 21:51 see stats
By Danna Skelly the Skeleton Temporal Warden level 20
6th Haze 122nd year of Ascendancy at 15:01 see stats
By Danna Skelly the Skeleton Temporal Warden level 15
42nd Dusk 122nd year of Ascendancy at 10:40 see stats
By Danna Skelly the Skeleton Temporal Warden level 33
45th Regrowth 123rd year of Ascendancy at 06:29 see stats
Log
Danna Skelly receives 88 healing from Temporal Restoration Field.
Danna Skelly casts Warden's Focus.
Iveyatira the rattlesnake uses Thermal Leech.
Iveyatira the rattlesnake's mind surges with critical power!
Danna Skelly resists the freezing!
Danna Skelly reflects damage back to Iveyatira the rattlesnake!
Iveyatira the rattlesnake hits Danna Skelly for (132 absorbed), 0 cold (0 total damage).
Danna Skelly hits Iveyatira the rattlesnake for 132 reflected damage.
Danna Skelly's Warden's Focus performs a ranged critical strike against Iveyatira the rattlesnake!
Iveyatira the rattlesnake shrugs off the effect 'Deep Wound'!
Danna Skelly calls forth a temporal warden from another timeline.
Danna Skelly's temporal clone leeches life from Iveyatira the rattlesnake!
Danna Skelly's temporal clone reflects damage back to Iveyatira the rattlesnake!
Danna Skelly leeches life from Iveyatira the rattlesnake!
Danna Skelly's temporal clone hits Iveyatira the rattlesnake for (77 to psi shield), 10 physical, (10 to psi shield), 1 temporal, (43 to psi shield), 5 temporal, 3 reflected (20 total damage).
Iveyatira the rattlesnake hits Danna Skelly's temporal clone for 3 healing, (3 absorbed), 0 cold (0 total damage) [3 healing].
Danna Skelly receives 7 healing from Iveyatira the rattlesnake.
Danna Skelly's Warden's Focus hits Iveyatira the rattlesnake for (218 to psi shield), 522 physical, 11 light, (5 to psi shield), 1 physical, 0 arcane, 14 cold, 11 light, 14 light, (48 to psi shield), 6 temporal (578 total damage).
Danna Skelly receives 17 healing.
Iveyatira the rattlesnake killed Danna Skelly's temporal clone!
Danna Skelly is no longer out of phase.
The shield around Danna Skelly crumbles.
Danna Skelly is no longer invigorated.
Danna Skelly stops weaving fate.
Danna Skelly deactivates Elemental Discord.
Danna Skelly deactivates Weapon Folding.
Danna Skelly stops spinning fate.
Danna Skelly deactivates Contingency.