Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Merchant on the Map 1.1.0 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 361% |
| Size | big |
| Lifes / Deaths | Killed by Elandar at level 50 on the 52nd Pyre 124th year of Ascendancy at 16:54 6 / 1 |
Primary Stats
| Strength | 133 (base 60) |
| Dexterity | 133 (base 60) |
| Constitution | 59 (base 26) |
| Magic | 35 (base 15) |
| Willpower | 71 (base 23) |
| Cunning | 110 (base 60) |
Resources
| Life | 1854/1854 |
| Mana | 579/579 |
| Stamina | 378/378 |
| Positive | 155/177 |
| Healing Factor | 1.32096069869 |
| Regeneration | 0.33024017467249 |
Speed
| Mental | +40% |
| Attack | +15% |
| Movement | -66.666666666667% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 46.586385001155 |
| See Invisible | 55.586385001155 |
| ESP Range | 20 |
| ESP Kinds | animal/canine, horror |
Offense: Mainhand
| Damage | 242 |
| Accuracy | 99 |
| Crit Chance | 52% |
| APR | 49 |
| Speed | 0.50 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 34% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 34% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 48 (70.376569037657%) |
| Defense | 64 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 74 |
| Spell Save | 43 |
| Mental Save | 58 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Disarm Resistance | 97% |
| Pinning Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 108.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 555 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Cunning stat. |
| 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 603 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Chant of Fortitude |
| talent | Rapid Shot |
| talent | Premonition |
| talent | Trained Reactions |
| talent | Piercing Ammunition |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2085. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 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 | pair of drakeskin leather boots 'Zeriyarak' (0 def, 5 armour) pair of drakeskin leather boots 'Zeriyarak' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Changes stats: +11 Lck / +16 Dex Stealth bonus: +13 Silence immunity: +40% Confusion immunity: +41% Stun/Freeze immunity: +48% Spellpower: +6 (+3 eff.) Light radius: +2 A pair of boots made of leather. |
| Quiver | Brightreeve (21/21, 65.5-78.6 power, 13 apr) Brightreeve (21/21, 65.5-78.6 power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +13.0% Capacity: 21 On weapon hit: * 40% chance to cause random gloom * 40% chance to blind * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +8 light / +8 blight / +15 gravity / +30 darkness Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Corruptionidol' alchemist's lamp 'Corruptionidol'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% light / +6% nature Changes resistances penetration: +25% nature Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Elenidunandur' (8 def, 14 armour) drakeskin leather cap 'Elenidunandur' (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +1% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 physical Changes stats: +7 Str / +1 Dex / +4 Mag / +2 Wil Changes resistances: +7% all Reduces incoming crit damage: 10.00% Physical save: +40 (+9 eff.) See invisible: +9 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1105.8 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | Xereth the Shadowspire (0 def, 9 armour) Xereth the Shadowspire (0 def, 9 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: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical power: +2 (+0 eff.) Armour: +9 Damage (Melee): 17 arcane Changes stats: +9 Dex / +10 Mag / +9 Wil / +9 Cun / +6 Con Changes resistances: +8% arcane Changes resistances penetration: +15% physical Physical save: +33 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +50% Maximum life: +30.00 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Gunohad the Blackorder Gunohad the BlackorderCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +10 Dex / +16 Wil / +16 Cun Changes resistances: +12% darkness Changes damage: +15% temporal Disarm immunity: +47% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +45.00 Mindpower: +30 (+8 eff.) Rings can have magical properties. |
| On fingers | Rootstreak RootstreakCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 39% chance to inflict 15% damage reduction Damage when hit (Melee): 24 nature / 8 blight Changes stats: +10 Str / +16 Wil / +16 Cun / +10 Con Changes resistances penetration: +15% nature Critical mult.: +15.00% Mindpower: +30 (+8 eff.) Rings can have magical properties. |
| Around neck | Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 1.6 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
| In main hand | Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 10 power out of 16/16) : Effective talent level: 5.2 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 253% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Poxshear the drakeskin leather belt Poxshear the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+4 eff.) Armour: +8 Changes stats: +6 Str / +6 Con Changes resistances: +6% arcane / +9% mind Changes resistances penetration: +19% physical Changes damage: +9% nature / +23% physical Critical mult.: +15.00% Physical save: +14 (+3 eff.) Knockback immunity: +5% Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Dexterity 40 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+5 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Cloak of Accuracy (3 def, 0 armour) Cloak of Accuracy (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +77 (+13 eff.) Armour penetration: +14 Defense: +3 (+1 eff.) Fatigue: -20% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Con Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +5% nature / +20% temporal Changes damage: +6% temporal Critical mult.: +30.00% Stealth bonus: +15 Maximum life: +220.00 Maximum stamina: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's drakeskin leather armour of alacrity (12 def, 8 armour) marauder's drakeskin leather armour of alacrity (12 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Physical save: +20 (+5 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
controlled phase door rune of the sneak (range 12) controlled phase door rune of the sneak (range 12)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 (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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 wizard (range 9) controlled phase door rune of the wizard (range 9)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: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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. |
heat beam rune of the sneak (258 fire damage) heat beam rune of the sneak (258 fire damage)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: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 258.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the sneak (292 fire damage) heat beam rune of the sneak (292 fire damage)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: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 292.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the warrior (360 fire damage) heat beam rune of the warrior (360 fire damage)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: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 360.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
lightning rune of the sneak (374 lightning damage) lightning rune of the sneak (374 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 124.67 to 374.00 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 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. |
phase door rune of the duelist (range 14; power 47; dur 4) phase door rune of the duelist (range 14; power 47; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. 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. |
phase door rune of the titan (range 13; power 50; dur 3) phase door rune of the titan (range 13; power 50; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 19; power 56; dur 6) phase door rune of the warrior (range 19; power 56; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. 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. |
shielding rune of the sneak (absorb 548 for 6 turns) shielding rune of the sneak (absorb 548 for 6 turns)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: 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 548 damage for 6 turns. 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. |
shielding rune of the warrior (absorb 592 for 5 turns) shielding rune of the warrior (absorb 592 for 5 turns)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: 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 592 damage for 5 turns. 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. |
shielding rune of the warrior (absorb 612 for 5 turns) shielding rune of the warrior (absorb 612 for 5 turns)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: 20 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 612 damage for 5 turns. 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. |
shielding rune of the wizard (absorb 417 for 6 turns) shielding rune of the wizard (absorb 417 for 6 turns)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: 15 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 417 damage for 6 turns. 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. |
teleportation rune of the sneak (range 153) teleportation rune of the sneak (range 153)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: 19 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 153 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 213) teleportation rune of the warrior (range 213)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: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 213 with a minimum range of 15. 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. |
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 (87% 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. |
Balirek BalirekInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% blight / +2% physical / +12% nature / +18% acid Changes damage: +9% temporal Mental save: +8 (+2 eff.) Disease immunity: +10% Confusion immunity: +16% Mindpower: +10 (+3 eff.) Amulets can have magical properties. |
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 (+5 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. |
Galymnir the copper amulet Galymnir the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Con / +2 Mag Changes resistances: +6% acid Only die when reaching: -80.00 life 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 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 433.86 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. |
Iveyabeth the gold amulet Iveyabeth the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 blight Changes stats: +3 Str / +7 Dex / +4 Mag / +8 Cun / +7 Con Physical save: +18 (+4 eff.) Life regen: +0.80 Stamina each turn: +1.40 Mana each turn: +0.12 Maximum vim: +50.00 Movement speed: +10% Amulets can have magical properties. |
Ivildann IvildannInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +9% lightning / +5% physical / +36% mind / +9% darkness Blindness immunity: +10% Cut immunity: +10% Confusion immunity: +50% Pinning immunity: +10% Stun/Freeze immunity: +15% Amulets can have magical properties. |
Kindlereeve KindlereevePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +3 Mag / +8 Wil Changes resistances: +3% acid Changes damage: +17% acid / +5% fire / +5% cold / +6% lightning Spellpower: +5 (+3 eff.) Spell crit. chance: +4% Light radius: +3 Amulets can have magical properties. |
Salona the Fogquake Salona the FogquakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Wil / +5 Mag Changes resistances penetration: +5% arcane Changes damage: +6% physical Spell crit. chance: +4% Combat speed: +10% Amulets can have magical properties. |
Singewyrd SingewyrdInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +14% lightning / +9% fire Changes damage: +9% mind / +12% fire Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding stralite amulet grounding stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
stralite amulet 'Pyrepower' stralite amulet 'Pyrepower'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane Changes resistances: +6% fire Changes resistances penetration: +20% blight / +20% fire / +20% arcane Changes damage: +12% arcane / +12% fire Blindness immunity: +34% Infravision radius: +8 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
voratun amulet 'Cystmoon' voratun amulet 'Cystmoon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 16 nature Changes stats: +20 Lck Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +25% nature Changes damage: +12% arcane Reduce all damage from unseen attackers: 20% 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 6 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. |
Blackspike the gold ring Blackspike the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +4 Dex / +3 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +7% all Spellpower: +13 (+6 eff.) Mindpower: +9 (+2 eff.) See invisible: +15 Rings can have magical properties. |
Blazemarrow BlazemarrowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 20 light / 20 lightning Changes stats: +7 Str Changes resistances: +9% lightning / +15% fire / +15% light Changes resistances penetration: +20% fire Changes damage: +12% light / +9% lightning Light radius: +4 Rings can have magical properties. |
Cyrimira the Shocktouch Cyrimira the ShocktouchInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Con Changes resistances: +4% physical Physical save: +6 (+1 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +44% Rings can have magical properties. |
Deepsripper the voratun ring Deepsripper the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 20 darkness Changes stats: +6 Str / +14 Wil / +11 Cun / +3 Con Mindpower: +15 (+4 eff.) See invisible: +9 Rings can have magical properties. |
Dimoblivion DimoblivionPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% darkness Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +34% Confusion immunity: +25% Teleport immunity: +20% Only die when reaching: -80.00 life Infravision radius: +5 See stealth: +13 See invisible: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Earidohell EaridohellInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Blindness immunity: +10% Cut immunity: +40% Disarm immunity: +10% Confusion immunity: +25% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Erelotodin the steel ring Erelotodin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Mag Changes resistances penetration: +15% physical Stun/Freeze immunity: +26% Life regen: +2.00 Only die when reaching: -80.00 life Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 81.92 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 20 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. |
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 (+10 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. |
Hanidar the Dazzlebiter Hanidar the DazzlebiterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +10% light Physical save: +30 (+7 eff.) Maximum life: +50.00 Spellpower: +10 (+5 eff.) Rings can have magical properties. |
Ivyma the Skylace Ivyma the SkylaceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -20% Changes stats: +3 Dex / +13 Mag Changes resistances: +9% lightning Disarm immunity: +39% Pinning immunity: +50% Knockback immunity: +50% Life regen: +0.80 Stamina each turn: +0.80 Maximum life: +46.00 Rings can have magical properties. |
Nerudann the steel ring Nerudann the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +5 Mag / +5 Wil Maximum encumbrance: +21 Mental save: +20 (+5 eff.) Stun/Freeze immunity: +25% Life regen: +0.80 Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Tithad TithadInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 physical Changes stats: +4 Dex Changes resistances: +15% mind Critical mult.: +6.00% Mental save: +11 (+3 eff.) Confusion immunity: +33% Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Mag Changes resistances: +12% blight / +14% nature / +38% lightning Changes damage: +19% lightning Critical mult.: +30.00% Spell save: +6 (+2 eff.) Poison immunity: +30% Disease immunity: +24% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+6 eff.) Light radius: +1 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Skygasher' copper ring 'Skygasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes resistances: +3% lightning Physical save: +6 (+1 eff.) Blindness immunity: +5% Pinning immunity: +15% Knockback immunity: +20% Teleport immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gladiator's gold ring of clarity gladiator's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +6 Con Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
gold ring 'Emerama' gold ring 'Emerama'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil / +3 Con Changes resistances: +28% lightning Changes damage: +14% lightning Grants telepathy: Dragon Light radius: +3 See invisible: +24 Rings can have magical properties. |
marksman's stralite ring of clarity marksman's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Mental save: +5 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Maximum encumbrance: +29 Stun/Freeze immunity: +37% Life regen: +3.70 Rings can have magical properties. |
pixie's voratun ring of tenacity pixie's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Disarm immunity: +30% Pinning immunity: +38% Knockback immunity: +39% Maximum life: +42.00 Spellpower: +8 (+4 eff.) Rings can have magical properties. |
savior's gold ring of tenacity savior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +30% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +25.00 Rings can have magical properties. |
steel ring 'Arotira' steel ring 'Arotira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +26% cold Changes damage: +13% cold Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Cut immunity: +30% Rings can have magical properties. |
steel ring 'Blazepython' steel ring 'Blazepython'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +27% fire / +3% physical Physical save: +8 (+2 eff.) Poison immunity: +10% Disease immunity: +15% Silence immunity: +10% Rings can have magical properties. |
steel ring 'Duvezor' steel ring 'Duvezor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +12% temporal Changes damage: +15% blight Maximum encumbrance: +26 Spell save: +15 (+5 eff.) Maximum mana: +60.00 Spellpower: +4 (+2 eff.) Damage Shield penetration: +40% Rings can have magical properties. |
titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
titan's stralite ring of clarity titan's stralite ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +31% 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 'Aerykan' voratun ring 'Aerykan'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Str / +5 Mag / +4 Wil / +13 Cun / +10 Con Changes resistances penetration: +15% temporal Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
voratun ring 'Balyrim' voratun ring 'Balyrim'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +12 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Dex Changes resistances: +5% arcane / +52% cold Changes damage: +20% cold Disease immunity: +10% Rings can have magical properties. |
voratun ring 'Dagidefang' voratun ring 'Dagidefang'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Changes stats: +10 Wil / +4 Mag Changes resistances: +20% mind / +9% temporal Changes resistances penetration: +20% physical Changes damage: +20% mind Physical save: +18 (+4 eff.) Rings can have magical properties. |
warrior's stralite ring of tenacity warrior's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Disarm immunity: +28% Pinning immunity: +38% Knockback immunity: +34% Maximum life: +38.00 Rings can have magical properties. |
warrior's voratun ring of clarity warrior's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Mental save: +11 (+3 eff.) Confusion immunity: +40% Rings can have magical properties. |
wizard's gold ring of sensing wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Blindness immunity: +29% Infravision radius: +3 See stealth: +13 See invisible: +11 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Blastblow' (47.5-66.5 power, 6 apr)voratun mace 'Blastblow' (47.5-66.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 27 acid / 8 lightning Changes resistances: +24% acid Changes resistances penetration: +10% acid Changes damage: +9% arcane Blunt and deadly. |
Deludranarintir the drakeskin leather sling Deludranarintir the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 nature / +18 cold When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Armour: +14 Changes stats: +4 Cun / +2 Wil Changes resistances: +6% all Changes resistances penetration: +13% nature / +15% cold Mindpower: +4 (+1 eff.) See invisible: +6 Heals friendly targets nearby when you use a nature summon: +20 Slings are used to hurl stones or metal shots at your foes. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Scumwither ScumwitherRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 30 arcane resource burn * Slows global speed by 40% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% lightning / +9% fire / +6% nature / +9% temporal Changes resistances penetration: +21% physical Changes damage: +22% physical Psi when hit: +0.08 Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of power mighty drakeskin leather sling of powerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +21% physical Changes damage: +19% physical Slings are used to hurl stones or metal shots at your foes. |
Betidhemira BetidhemiraPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Fatigue: -6% Changes resistances: +8% lightning / +11% temporal / +6% nature Maximum encumbrance: +35 Physical save: +22 (+5 eff.) Spell save: +30 (+10 eff.) Blindness immunity: +15% A belt that goes around your waist. |
Biggy BiggyPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +6 Con Changes resistances: +10% acid / +18% fire / +10% lightning / +8% cold Changes damage: +3% blight Maximum encumbrance: +51 Physical save: +15 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +12 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Ce'Nunne the Bleakdream Ce'Nunne the BleakdreamPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str Changes resistances penetration: +25% darkness / +20% physical Changes damage: +12% physical Physical save: +20 (+5 eff.) Mental save: +9 (+3 eff.) Spellpower: +5 (+3 eff.) A belt that goes around your 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 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 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. |
Infernoreek InfernoreekInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +15% light / +15% cold Changes resistances penetration: +20% fire Changes damage: +9% blight Physical save: +44 (+10 eff.) Blindness immunity: +25% Stun/Freeze immunity: +20% Mindpower: +11 (+3 eff.) A belt that goes around your waist. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 187, based on Magic) for 10 turns, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt drakeskin leather belt1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
hardened leather belt 'Ameyarominik' hardened leather belt 'Ameyarominik'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Mag Maximum life: +89.00 Maximum mana: +50.00 Maximum stamina: +46.00 Maximum hate: +14.00 Maximum psi: +29.00 Maximum vim: +31.00 Maximum pos.energy: +31.00 Maximum neg.energy: +30.00 Spellpower: +10 (+5 eff.) Light radius: +3 Infravision radius: +3 Damage Shield penetration: +40% Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
rough leather belt 'Crackleserpent' rough leather belt 'Crackleserpent'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +4 Con / +3 Mag Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+1 eff.) Mindpower: +4 (+1 eff.) See invisible: +12 A belt that goes around your waist. |
Beluldarin the linen cloak (1 def, 0 armour) Beluldarin the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +5 Mag / +2 Con Light radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bright's kiss (2 def, 0 armour) Bright's kiss (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 light Changes resistances: +21% temporal / +22% darkness / +6% light Changes resistances penetration: +25% fire Changes damage: +9% light / +6% fire Light radius: +2 Defense after a teleport: +21 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 68 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+4 eff.) It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
woollen robe 'Rootquake' (0 def, 0 armour) woollen robe 'Rootquake' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% temporal / +13% mind / +17% darkness Changes damage: +6% darkness / +11% temporal / +12% nature / +7% light Physical save: +13 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +22 (+6 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Artholesin the Boltrazor (0 def, 3 armour) Artholesin the Boltrazor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes stats: +4 Cun / +4 Con Changes resistances: +15% nature / +12% fire Physical save: +49 (+11 eff.) Mental save: +39 (+10 eff.) Disease immunity: +20% Pinning immunity: +15% Only die when reaching: -80.00 life A pair of boots made of leather. |
Glama (5 def, 4 armour) Glama (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances: +15% temporal / +12% fire Spell save: +12 (+4 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorindur the pair of drakeskin leather boots (24 def, 5 armour) Gorindur the pair of drakeskin leather boots (24 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Armour: +5 Defense: +24 (+6 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Con Changes resistances: +6% temporal / +12% fire Physical save: +12 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Maximum stamina: +5.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 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 39% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of voratun boots 'Crackleransom' (0 def, 5 armour) pair of voratun boots 'Crackleransom' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Damage when hit (Melee): 12 lightning Changes stats: +5 Cun / +5 Con Changes resistances: +12% cold / +24% fire / +6% temporal Physical save: +36 (+8 eff.) Spell save: +8 (+2 eff.) Mental save: +34 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of evasion (14 def, 4 armour) undeterred pair of dwarven-steel boots of evasion (14 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Fatigue: +3% Silence immunity: +30% Confusion immunity: +29% Stun/Freeze immunity: +35% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 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 39% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystalline Drakeskin leather gloves (0 def, 3 armour) Crystalline Drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. When wielded/worn: Physical crit. chance: +0.0% Physical power: +12 (+2 eff.) Armour: +3 Changes stats: +3 Wil / +3 Con Changes resistances penetration: +0% arcane / +0% physical Changes damage: +10% arcane Spellpower: +12 (+5 eff.) Spell crit. chance: +0% It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
Firewisp (9 def, 2 armour) Firewisp (9 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 11 blight Changes resistances: +8% blight / +6% mind Changes damage: +8% blight Spell save: +30 (+10 eff.) Cut immunity: +30% Disarm immunity: +10% Confusion immunity: +25% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gakira (0 def, 10 armour) Gakira (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +10 Physical save: +13 (+3 eff.) Mental save: +7 (+2 eff.) Poison immunity: +10% Disarm immunity: +40% Knockback immunity: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
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 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 58.28 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. |
Pitchborn the hardened leather gloves (0 def, 2 armour) Pitchborn the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage when hit (Melee): 16 darkness Changes stats: +2 Str / +3 Con Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scabwar the voratun gauntlets (0 def, 3 armour) Scabwar the voratun gauntlets (0 def, 3 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: Accuracy: +23 (+4 eff.) Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 35% * 30% chance to corrode armour by 30% Damage (Melee): 20 temporal Damage (Ranged): 19 temporal Changes stats: +5 Str / +14 Dex / +9 Mag / +12 Cun Changes resistances: +15% temporal / +10% light / +10% darkness Changes damage: +6% acid / +9% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+3 eff.) Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 49.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of magic (+6) (0 def, 3 armour)drakeskin leather gloves of magic (+6) (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +11% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Daimonarivor' (0 def, 2 armour) hardened leather gloves 'Daimonarivor' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 mind Changes resistances: +7% mind / +2% physical Changes damage: +5% mind Disease immunity: +15% Disarm immunity: +5% Teleport immunity: +10% Life regen: +4.10 Stamina each turn: +2.00 Maximum stamina: +36.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of dispersion (0 def, 2 armour) radiant hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 8 light Changes stats: +3 Mag / +4 Wil Changes resistances: +3% arcane / +7% light Changes damage: +5% light It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beagen the rough leather cap (0 def, 1 armour) Beagen the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Dex Stamina each turn: +0.40 Stamina when hit: +0.90 Equilibrium when hit: +0.90 Only die when reaching: -80.00 life Maximum stamina: +10.00 Healing mod.: +10% A cap made of leather. This object's appearance was changed to Negar the Jetsmasher. |
Betunor the drakeskin leather cap (0 def, 5 armour) Betunor the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +13 Str / +8 Dex / +3 Wil / +9 Con Changes damage: +6% blight Spell save: +9 (+3 eff.) Mana each turn: +0.24 Vim when firing critical spell: +4.00 Maximum mana: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1105.8 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+3 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 44.09 fire and 69.66 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 223.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 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. |
Falodudan the voratun helm (0 def, 5 armour) Falodudan the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 blight Changes stats: +10 Str / +10 Wil Changes resistances: +19% mind / +9% blight Changes resistances penetration: +10% arcane Changes damage: +9% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +24 (+6 eff.) Mental save: +57 (+15 eff.) Confusion immunity: +43% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleamswift the dwarven-steel helm (6 def, 4 armour) Gleamswift the dwarven-steel helm (6 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 16 light Changes stats: +3 Str / +1 Con Changes resistances: +6% nature / +9% darkness / +15% light Physical save: +41 (+9 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisavea the Flashwend (22 def, 5 armour) Lisavea the Flashwend (22 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +22 (+6 eff.) Fatigue: +5% Effects when hit in melee: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 26 fire Changes stats: +5 Str / +20 Cun / +4 Con Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +10% lightning Changes damage: +18% acid / +9% fire / +9% lightning A cap made of leather. |
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 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 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." |
voratun helm 'Blazepierce' (0 def, 9 armour) voratun helm 'Blazepierce' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +9 Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +12 Str / +10 Dex / +10 Cun / +8 Con Changes resistances: +5% physical / -37% light / +3% fire Physical save: +20 (+5 eff.) Life regen: +6.00 Maximum stamina: +15.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's drakeskin leather cap of the bounder (0 def, 5 armour) warlord's drakeskin leather cap of the bounder (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +8 Dex / +6 Wil Changes resistances: +13% physical Physical save: +10 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Camygas the Blastwither (5 def, 24 armour)Camygas the Blastwither (5 def, 24 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +6 (+1 eff.) Armour: +24 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +3 Wil Changes resistances: +10% mind Changes damage: +15% lightning Physical save: +40 (+9 eff.) Mental save: +22 (+6 eff.) Infravision radius: +4 A suit of armour made of mail. |
Crystalline Drakeskin leather armour (11.9 def, 18.7 armour) Crystalline Drakeskin leather armour (11.9 def, 18.7 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. When wielded/worn: Armour: +19 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+11 eff.) Blindness immunity: +0% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +0% It can be used to recover the Crystal Heart (destroys this armour), costing 1 power out of 1/1. A suit of armour made of leather. Transformed with the power of the Spellblaze. |
Layyrawe the drakeskin leather armour (5 def, 8 armour) Layyrawe the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 light Changes stats: +6 Wil Changes resistances: +27% blight / +23% darkness Grants telepathy: Dragon Critical mult.: +5.00% Life regen: +3.80 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum life: +147.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +1 Healing mod.: +26% A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+5 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 146.93 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of clarity (5 def, 8 armour)drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +9% mind Mental save: +25 (+7 eff.) A suit of armour made of leather. |
Balanceknave (19 def, 8 armour, 47.5-57 power, 143 block) Balanceknave (19 def, 8 armour, 47.5-57 power, 143 block)Requires: - Dexterity 35 - Talent Agile Defense (level 1) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +143 Damage against: +25% Animal / +25% Demon When wielded/worn: Armour: +8 Defense: +19 (+5 eff.) Ranged Defense: +19 (+4 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 12 mind Changes stats: +3 Dex Changes resistances: +18% mind Changes resistances penetration: +29% physical Talent granted: +4 Block Maximum life: +80.00 Handheld deflection devices. |
Balasalen the Shinenaught (6 def, 8 armour, 14-16.8 power, 80.5 block) Balasalen the Shinenaught (6 def, 8 armour, 14-16.8 power, 80.5 block)Requires: - Dexterity 16 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +80 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances penetration: +5% mind Changes damage: +9% light Talent granted: +2 Block Hate when firing a critical mind attack: +5.00 Mental crit. chance: +2% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +30 Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 64.27 to 80.33 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
deflecting voratun shield of fire resistance (+25%) (25 def, 3 armour, 71-85.2 power, 216.5 block) deflecting voratun shield of fire resistance (+25%) (25 def, 3 armour, 71-85.2 power, 216.5 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +216 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +25% fire Talent granted: +5 Block Deflect projectiles away: +19% Handheld deflection devices. |
reinforced voratun shield of reflection (12 def, 12 armour, 67.5-81 power, 231 block) reinforced voratun shield of reflection (12 def, 12 armour, 67.5-81 power, 231 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +231 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +16% light / +17% darkness Talent granted: +5 Block Handheld deflection devices. |
1413 alchemist agate 1413 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. |
5 sapphire 5 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. |
Blazenight the iron pickaxe (dig speed 40 turns) Blazenight the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +2 Con Changes resistances: +11% nature Changes damage: +5% nature / +6% lightning Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cyronor (dig speed 17 turns) Cyronor (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +10 Wil Changes resistances: +15% lightning Changes resistances penetration: +15% blight Physical save: +18 (+4 eff.) Blindness immunity: +25% Disease immunity: +15% Confusion immunity: +10% Only die when reaching: -60.00 life Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 18.26 cold damage and 28.86 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Hefang HefangInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Armour: +12 Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Grants telepathy: Dragon Mental save: +15 (+4 eff.) Only die when reaching: -60.00 life Light radius: +4 See stealth: +25 See invisible: +26 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Lelogrim LelogrimCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +11 Cun Changes resistances penetration: +5% blight Critical mult.: +20.00% Physical save: +20 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +35 (+9 eff.) Mental crit. chance: +2% Light radius: -2 Infravision radius: +7 See stealth: +21 See invisible: +20 Heals friendly targets nearby when you use a nature summon: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +12 (+3 eff.) Light radius: +7 See stealth: +22 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
67 alchemist bloodstone 67 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 370.00 fire damage (based on Magic), costing 30 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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 (5/5) Rod of Spydric Poison (5/5)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 370.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 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. |
Dairemnir the Thundertickler (24/24, 56.5-67.8 power, 5 apr) Dairemnir the Thundertickler (24/24, 56.5-67.8 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 56.5 - 67.8 Uses stats: 70% Dex, 50% Cun Damage type: Lightning Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +43 physical Burst (radius 1) on hit: +16 lightning When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
deadly pouch of voratun shots of accuracy (24/24, 65-78 power, 6 apr) deadly pouch of voratun shots of accuracy (24/24, 65-78 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of vileness (21/21, 57-68.4 power, 6 apr) psychokinetic pouch of voratun shots of vileness (21/21, 57-68.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 57.0 - 68.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 18% chance to disease * 10% chance to knock the target back Damage (Ranged): +17 blight / +40 physical Shots are used with slings to pummel your foes to death. |
Zerigarion the Arcbraze [power 131] (12 cooldown) Zerigarion the Arcbraze [power 131] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% cold Maximum wards: +3 physical / +5 mind / +4 darkness Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Poison immunity: +15% Disarm immunity: +30% Stun/Freeze immunity: +10% Knockback immunity: +25% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
8 quartz 8 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Jasmine the Skeleton Archer level 32
11st Dusk 123rd year of Ascendancy at 04:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jasmine the Skeleton Archer level 45
42nd Regrowth 124th year of Ascendancy at 05:51 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Jasmine the Skeleton Archer level 32
9th Dusk 123rd year of Ascendancy at 13:24 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Jasmine the Skeleton Archer level 37
49th Haze 123rd year of Ascendancy at 07:40 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Jasmine the Skeleton Archer level 44
33rd Regrowth 124th year of Ascendancy at 16:16 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Jasmine the Skeleton Archer level 35
52nd Dusk 123rd year of Ascendancy at 16:08 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jasmine the Skeleton Archer level 10
14th Dusk 122nd year of Ascendancy at 06:01 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Jasmine the Skeleton Archer level 38
58th Haze 123rd year of Ascendancy at 00:11 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Jasmine the Skeleton Archer level 34
47th Dusk 123rd year of Ascendancy at 07:50 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Jasmine the Skeleton Archer level 29
54th Pyre 123rd year of Ascendancy at 22:28 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jasmine the Skeleton Archer level 20
35th Haze 122nd year of Ascendancy at 05:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jasmine the Skeleton Archer level 28
24th Pyre 123rd year of Ascendancy at 23:30 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Jasmine the Skeleton Archer level 50
46th Pyre 124th year of Ascendancy at 12:19 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Jasmine the Skeleton Archer level 32
40th Dusk 123rd year of Ascendancy at 01:56 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jasmine the Skeleton Archer level 25
36th Regrowth 123rd year of Ascendancy at 19:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jasmine the Skeleton Archer level 10
14th Dusk 122nd year of Ascendancy at 06:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jasmine the Skeleton Archer level 20
35th Haze 122nd year of Ascendancy at 03:37 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jasmine the Skeleton Archer level 30
55th Pyre 123rd year of Ascendancy at 18:09 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Jasmine the Skeleton Archer level 40
4th Allure 124th year of Ascendancy at 20:32 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Jasmine the Skeleton Archer level 50
19th Pyre 124th year of Ascendancy at 21:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Jasmine the Skeleton Archer level 49
19th Pyre 124th year of Ascendancy at 21:35 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Jasmine the Skeleton Archer level 50
30th Pyre 124th year of Ascendancy at 07:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jasmine the Skeleton Archer level 15
3rd Haze 122nd year of Ascendancy at 04:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Jasmine the Skeleton Archer level 45
54th Regrowth 124th year of Ascendancy at 08:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jasmine the Skeleton Archer level 32
41st Dusk 123rd year of Ascendancy at 18:06 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Jasmine the Skeleton Archer level 34
47th Dusk 123rd year of Ascendancy at 09:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jasmine the Skeleton Archer level 10
23rd Dusk 122nd year of Ascendancy at 19:26 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Jasmine the Skeleton Archer level 50
45th Pyre 124th year of Ascendancy at 12:32 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jasmine the Skeleton Archer level 24
5th Allure 123rd year of Ascendancy at 15:32 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Jasmine the Skeleton Archer level 50
30th Pyre 124th year of Ascendancy at 03:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jasmine the Skeleton Archer level 12
34th Dusk 122nd year of Ascendancy at 17:33 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Jasmine the Skeleton Archer level 28
12nd Pyre 123rd year of Ascendancy at 03:45 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Jasmine the Skeleton Archer level 39
8th Decay 123rd year of Ascendancy at 05:08 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jasmine the Skeleton Archer level 24
5th Allure 123rd year of Ascendancy at 11:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jasmine the Skeleton Archer level 21
57th Haze 122nd year of Ascendancy at 15:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jasmine the Skeleton Archer level 14
44th Dusk 122nd year of Ascendancy at 21:59 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jasmine the Skeleton Archer level 31
9th Dusk 123rd year of Ascendancy at 10:02 see stats
Log
Talent Volley is ready to use.
Talent Healing Light is ready to use.
Talent Intuitive Shots is ready to use.
Talent Piercing Ammunition is ready to use.
Talent Escape is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Premonition is ready to use.
Talent Rune: Shielding is ready to use.
Talent Trueshot is ready to use.
Talent Blinding Speed is ready to use.
Talent Relentless Pursuit is ready to use.
Talent Rapid Shot is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Jasmine activates Chant of Fortitude.
Jasmine activates Intuitive Shots.
Jasmine activates Rapid Shot.
Jasmine activates Trained Reactions.
Jasmine activates Premonition.
Jasmine activates Piercing Ammunition.
Resting starts...
Rested for 111 turns (stop reason: all resources and life at maximum).
Jasmine deactivates Intuitive Shots.
Jasmine deactivates Trained Reactions.
Jasmine deactivates Premonition.
Jasmine deactivates Rapid Shot.
Jasmine deactivates Chant of Fortitude.
Jasmine deactivates Piercing Ammunition.
