









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 911% |
| Size | medium |
| Lifes / Deaths | Killed by Yvira the multi-hued drake hatchling at level 24 on the 61st Regrowth 123rd year of Ascendancy at 02:38 0 / 9Killed by Betuminor the dreaming horror at level 37 on the 63rd Haze 123rd year of Ascendancy at 18:10 Killed by Xanona the orc pyromancer at level 38 on the 65th Haze 123rd year of Ascendancy at 16:10 Killed by giant spider at level 50 on the 31st Pyre 125th year of Ascendancy at 11:56 Killed by Argoniel at level 50 on the 35th Pyre 125th year of Ascendancy at 01:06 Killed by greater multi-hued wyrm at level 50 on the 35th Pyre 125th year of Ascendancy at 06:11 Killed by multi-hued drake at level 50 on the 35th Pyre 125th year of Ascendancy at 10:23 Killed by Argoniel at level 50 on the 35th Pyre 125th year of Ascendancy at 16:37 Killed by Elandar at level 50 on the 35th Pyre 125th year of Ascendancy at 16:44 |
Primary Stats
| Strength | 115 (base 60) |
| Dexterity | 85 (base 66) |
| Constitution | 65 (base 32) |
| Magic | 25 (base 11) |
| Willpower | 28 (base 9) |
| Cunning | 73 (base 61) |
Resources
| Life | -52/2009 |
| Stamina | 308/387 |
| Healing Factor | 1.7741355335884 |
| Regeneration | 74.602399187393 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +24% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 54.511629553598 |
| See Invisible | 54.511629553598 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 161 |
| Accuracy | 69 |
| Crit Chance | 42% |
| APR | 17 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Fire | +16% |
| Nature | +33% |
| Cold | +33% |
| Physical | +32% |
| Mind | +31% |
| All | +13% |
Offense: Damage Penetration
| Nature | +40% |
| Physical | +35% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 34 (35.65183292883%) |
| Defense | 93 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 52 |
| Spell Save | 18 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 70%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 36%( 70%) |
| Physical | + 51%( 70%) |
| Lightning | + 56%( 70%) |
| Mind | + 49%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Silence Resistance | 57% |
| Bleed Resistance | 0% |
| Confusion Resistance | 85% |
| Disarm Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 899% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Yvira the multi-hued drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Bethimina the sandworm. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by ghast. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2540. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots of tirelessness (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +37% Confusion immunity: +35% Stun/Freeze immunity: +38% Stamina each turn: +1.00 Maximum stamina: +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | 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 (+1 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 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 23 power out of 35/35) : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 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. |
| Tool | Airhunger [power 560] (4/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Changes stats: +4 Dex Changes resistances: +12% lightning Changes damage: +18% mind Physical save: +18 (+6 eff.) Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 10 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Rimeobeisance'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +16 (+4 eff.) Defense: +14 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Wil Changes resistances: +61% cold Changes damage: +20% cold / +7% all Equilibrium when hit: +0.04 Spellpower: +18 (+7 eff.) Mindpower: +31 (+8 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Eliyamina the MoldhueInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Effects on melee hit: * 21% chance to slow global speed by 62% Damage when hit (Melee): 8 mind Changes resistances: +3% acid / +3% darkness / +6% blight / +5% arcane / +5% all Changes damage: +6% all Stun/Freeze immunity: +23% Life regen: +19.00 Maximum life: +76.00 Spellpower: +10 (+5 eff.) Mindpower: +17 (+5 eff.) Healing mod.: +14% Rings make your fingers look great! |
| Around neck | Beadig the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 mind Changes resistances: +26% mind / +28% lightning Changes resistances penetration: +15% mind Changes damage: +9% physical Confusion immunity: +50% Stun/Freeze immunity: +47% Mindpower: +20 (+6 eff.) Mental crit. chance: +4% Combat speed: +10% Amulets make your neck look great! |
| Main armor | Polumira (20 def, 16 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 9 fire Changes stats: +9 Str / +2 Mag / +4 Wil Changes resistances: +30% fire / +20% darkness / +38% physical Life regen: +9.80 Mana when firing critical spell: +2.00 Maximum life: +39.00 Light radius: +2 Healing mod.: +18% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | Dagihor the SparkgrindInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +3% acid / +6% mind Changes damage: +3% lightning Silence immunity: +20% Disarm immunity: +20% Life regen: +4.00 Maximum life: +163.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Urayadar the Scaldburst (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: +35 (+9 eff.) Defense: +3 (+0 eff.) Fatigue: -9% Changes stats: +5 Str / +5 Con Changes resistances: +20% blight / +6% mind / +18% nature Changes damage: +3% fire Physical save: +12 (+4 eff.) Life regen: +9.00 Mana each turn: +0.04 Mana when firing critical spell: +2.07 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +220.00 Maximum stamina: +21.00 Spell crit. chance: +2% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Harehad'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +4 Dex Changes resistances: +7% acid / +3% physical / +8% fire / +8% cold / +7% lightning Changes resistances penetration: +10% physical Physical save: +3 (+1 eff.) Maximum life: +142.00 Maximum mana: +51.00 Maximum stamina: +42.00 Maximum hate: +14.00 Maximum psi: +24.00 Maximum vim: +29.00 Maximum pos.energy: +28.00 Maximum neg.energy: +27.00 Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 211; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 204; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 209; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 203; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 191; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 201; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 583; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 583 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 380; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 575; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 575 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 561; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 385; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 863; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 863 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 671; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 671 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 23%; mental, magical; dur 4; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; mental; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 33%; mental, physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 42%; magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 40%; magical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the duelist (absorb 142; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
shatter afflictions rune of the psychic (absorb 48; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 15; blocks 5; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 5 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 38; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 4 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 11; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 11 up to 4 times. 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 spell talent. |
stormshield rune of the warrior (threshold 48; blocks 7; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 7 times. 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 spell talent. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AmygrimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Defense: +30 (+6 eff.) Changes resistances: +3% physical Changes resistances penetration: +15% temporal Talent mastery: +0.40 Cunning / Scoundrel Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Chalulahell the FurnacewormInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +19 Physical crit. chance: +3.0% Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 physical Changes stats: +9 Dex / +16 Cun / +9 Con Changes resistances: +3% temporal Changes damage: +15% fire Critical mult.: +18.00% Spell save: +9 (+5 eff.) Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 39 power out of 60/60. The evilness of undeath radiates from this amulet. |
Freezeonslaught the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +5 Cun / +20 Lck Changes resistances: +6% cold Talent mastery: +0.40 Cunning / Survival Mental save: +11 (+6 eff.) Confusion immunity: +24% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +4.00 Maximum psi: +30.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +1% Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
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 39 power out of 60/60) : Effective talent level: 2.0 Power cost: 39 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Cut immunity: +40% Confusion immunity: +25% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 307 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.cleansing voratun amulet of vision Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% nature / +28% blight Blindness immunity: +40% Poison immunity: +41% Disease immunity: +45% Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets make your neck look great! |
copper amulet 'Chalythel' =1111=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Con Changes resistances: +5% physical Changes damage: +3% physical Stamina each turn: +0.20 Amulets make your neck look great! |
copper amulet of magic (+3) =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +20% light / +14% darkness Blindness immunity: +31% Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit steel amulet of mastery (0.20 Technique / Unarmed training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% light / +12% darkness Talent mastery: +0.20 Technique / Unarmed training Blindness immunity: +20% Amulets make your neck look great! |
stralite amulet 'Islura'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +10 Defense: +20 (+4 eff.) Changes stats: +7 Cun Changes resistances: +26% darkness / +12% mind / +26% light Spell save: +12 (+7 eff.) Blindness immunity: +37% Mana when firing critical spell: +2.09 Maximum psi: +50.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. |
Beteda the RadiancekarmaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 11 arcane Changes resistances: +19% arcane / +6% mind / +21% light Changes resistances penetration: +26% mind Changes damage: +6% cold / +25% arcane / +12% light Rings make your fingers look great! |
Bokydar the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str / +6 Mag / +7 Wil Changes resistances: +9% nature / +14% blight Changes resistances penetration: +15% temporal Changes damage: +15% blight Poison immunity: +11% Disease immunity: +21% Spellpower: +12 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
GlacierpyrePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +11 Mag Changes resistances: +30% cold Changes resistances penetration: +15% acid / +15% cold Changes damage: +12% arcane / +30% cold Spellpower: +14 (+6 eff.) Rings make your fingers look great! |
GleamquencherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +24% acid Changes damage: +12% acid Critical mult.: +5.00% Light radius: +2 Rings make your fingers look great! |
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 (+13 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. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+9 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Morion the Ebonysin =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +12% mind Changes resistances penetration: +10% darkness / +10% light Changes damage: +6% darkness / +6% mind Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
Poradhebeth the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +15% acid Changes resistances penetration: +10% mind Changes damage: +18% acid Critical mult.: +10.00% Mindpower: +7 (+2 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+5 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Runezilaldil the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +7 Cun / +10 Dex Changes damage: +18% arcane / +6% blight Stun/Freeze immunity: +39% Life regen: +24.00 Vim when firing critical spell: +2.34 Maximum life: +86.00 Spell crit. chance: +5% Healing mod.: +18% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
ShinereeveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +7 Cun / +1 Con Changes resistances: +28% lightning / +12% light Changes resistances penetration: +15% light Changes damage: +14% lightning Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
gold quartz ring =1111=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +13 Dex / +7 Cun / +3 Con Changes resistances: +9% fire / +12% nature / +3% mind Spell save: +14 (+8 eff.) Blindness immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +30% Maximum stamina: +10.00 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
mule's voratun ring of time (+15%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +15% temporal Changes damage: +15% temporal Maximum encumbrance: +30 Rings make your fingers look great! |
savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+7 eff.) Life regen: +8.00 Maximum life: +54.00 Maximum stamina: +15.00 Healing mod.: +12% Rings make your fingers look great! |
steel quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 34 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 34 Damage (Ranged): 9 physical Changes stats: +3 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring 'Daytitan'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +25 (+5 eff.) Changes resistances: +24% lightning Changes damage: +12% lightning / +21% light Physical save: +15 (+5 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
steel ring 'Woeviper' =1111=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane / +3% darkness Blindness immunity: +20% Stun/Freeze immunity: +26% Life regen: +2.00 Spellpower: +5 (+3 eff.) Infravision radius: +3 See stealth: +8 See invisible: +12 Rings make your fingers look great! |
stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +8 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +23% Disease immunity: +30% Stun/Freeze immunity: +60% Rings make your fingers look great! |
warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+6 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.steel dagger of amnesia (11-14 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger of shearing (26-34 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Changes resistances penetration: +9% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful voratun greatsword of enduring (65-104 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Changes stats: +21 Con / +20 Wil Maximum life: +154.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun mace of enduring (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Con / +15 Wil Maximum life: +106.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.living mindstar of storms (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 15 lightning Changes stats: +7 Str / +7 Dex / +7 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff (30-36 power, 6 apr, physical element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes damage: +30% blight Talent granted: +1 Command Staff Maximum mana: +73.00 Spellpower: +27 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Duathelsmash the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +9% darkness / +9% mind Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 20 power out of 30/30) : Effective talent level: 5.2 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
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 162, based on Magic) for 10 turns Activation costs 13 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. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +5% blight Damage against: +17% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
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 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+5 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 7 power out of 25/25) : Effective talent level: 3.0 Power cost: 7 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 58 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 20% 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. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 199.50 cold damage and condensing the air into freezing vapors that deal 66.50 cold damage (based on Magic) each turn for 10 turns Activation costs 20 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Zodrandur (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +2 (+0 eff.) Changes stats: +2 Dex / +1 Mag / +2 Cun Changes resistances: +16% darkness / +14% temporal Changes resistances penetration: +20% blight Changes damage: +18% arcane Critical mult.: +15.00% Stealth bonus: +7 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hilebers' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +15 (+3 eff.) Defense: +2 (+0 eff.) Changes stats: +2 Str / +4 Dex / +2 Wil / +4 Con Changes resistances: +10% nature / +15% blight Changes damage: +9% blight Talent mastery: +0.40 Technique / Combat training Critical mult.: +14.00% Stealth bonus: +5 Spell save: +11 (+6 eff.) Life regen: +4.00 Stamina each turn: +0.80 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of backstabbing (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes resistances: +14% nature / +16% blight Critical mult.: +18.00% Stealth bonus: +8 Life regen: +7.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +2 (+0 eff.) Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Critical mult.: +19.00% Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emathra (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +20% darkness / +20% fire / +15% all / +20% acid / +18% physical / +9% blight / +19% cold / +20% mind / +45% light Changes damage: +16% acid / +34% physical / +30% light / +25% fire / +25% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +20 (+6 eff.) Spell save: +21 (+11 eff.) Mental save: +40 (+16 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Maximum life: +60.00 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. |
Zubelle (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Cun / +5 Mag Changes resistances: +15% temporal / +15% all Changes resistances penetration: +10% blight Changes damage: +9% temporal Critical mult.: +20.00% Spell save: +15 (+8 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +30 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight / +12% darkness / +11% mind / +9% all Physical save: +12 (+4 eff.) Spell save: +12 (+7 eff.) Mental save: +21 (+9 eff.) Life regen: +1.60 Maximum life: +48.00 Healing mod.: +10% 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. |
stormwoven cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Mag / +4 Wil Changes resistances: +5% lightning / +7% cold / +5% blight / +11% all Changes damage: +9% lightning / +15% physical / +7% cold Life regen: +3.30 Maximum life: +66.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Yvubeth' (0 def, 0 armour) =1111=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Cun / +4 Con Changes resistances: +16% lightning / +6% fire / +6% acid / +18% cold / +3% mind / +9% all Changes damage: +11% lightning / +12% cold / +7% nature Poison immunity: +28% Disease immunity: +23% Maximum life: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+6 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 104 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 16 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+6 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 21 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 11 (based on Magic) Activation costs 15 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Zerochak' (15 def, 3 armour) =1111=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +15 (+3 eff.) Fatigue: -6% Changes stats: +3 Str / +2 Con Changes resistances penetration: +10% physical Critical mult.: +10.00% Maximum encumbrance: +26 Physical save: +5 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.3 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +29% Stun/Freeze immunity: +29% Stamina each turn: +0.70 Maximum stamina: +15.00 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 hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +3 Wil Changes resistances penetration: +8% physical Silence immunity: +31% Confusion immunity: +34% Stun/Freeze immunity: +38% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - 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% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 48.69 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. |
Poryth the drakeskin leather gloves (5 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +19 (+4 eff.) Armour: +9 Defense: +5 (+1 eff.) Damage (Melee): 8 arcane Changes stats: +4 Str / +2 Dex / +9 Mag / +9 Wil Changes resistances: +7% arcane Changes damage: +7% arcane / +3% physical Mental save: +12 (+6 eff.) Maximum life: +80.00 Spellpower: +11 (+5 eff.) When used to modify unarmed attacks: Base power: 41.0 - 45.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +19 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 9 fire Changes stats: +4 Con Changes resistances: +7% fire Changes damage: +5% fire Physical save: +22 (+7 eff.) Spell save: +6 (+4 eff.) Mental save: +10 (+5 eff.) Disarm immunity: +36% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +17 physical Damage (radius 2) on crit: +7 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Windthorn' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Damage when hit (Melee): 2 cold Changes stats: +3 Str / +3 Dex Changes resistances: +7% lightning / +6% nature Changes damage: +4% lightning / +9% nature When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Mental save: +11 (+6 eff.) Maximum life: +57.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of spellstriking (0 def, 1 armour) =4 mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Changes damage: +4% arcane Spellpower: +5 (+3 eff.) When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of dexterity (+2) (0 def, 3 armour) =1111=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 8 nature Changes stats: +2 Dex Changes resistances: +6% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 cold Changes stats: +3 Str Changes resistances: +7% cold Changes damage: +6% cold When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +3% darkness When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 28% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Borysta' (0 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +9 Fatigue: +5% Damage (Melee): 12 blight Changes stats: +8 Cun / +8 Dex Changes resistances: +9% blight / +15% temporal / +5% arcane Changes damage: +11% blight / +6% temporal / +6% arcane Mental save: +13 (+7 eff.) Maximum life: +74.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +22 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +15 blight It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Greenpiercer' (0 def, 9 armour) =1111=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 62% * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 nature Changes stats: +3 Dex / +4 Mag / +8 Wil / +6 Con Mental save: +15 (+7 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Unlightguile' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 13 acid Changes stats: +6 Str / +4 Dex Changes resistances: +10% acid / +4% physical / +9% darkness Changes resistances penetration: +20% darkness Changes damage: +11% acid Stamina each turn: +3.00 Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Aeryhir (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Cun Changes resistances: +13% lightning / +20% physical / +20% darkness / +12% mind / +9% temporal Changes resistances penetration: +15% blight Changes damage: +18% darkness / +20% physical / +9% arcane / +6% mind Mental save: +10 (+5 eff.) Mana when firing critical spell: +2.00 Maximum hate: +11.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Bethivena (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +11 Fatigue: +5% Changes stats: +11 Dex / +8 Mag / +6 Wil / +4 Cun / +2 Con Changes damage: +19% blight / +5% arcane / +15% mind Spell crit. chance: +2% Infravision radius: +3 A cap made of leather. |
Blizzardrazor (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +6% physical Allows you to breathe in: water Only die when reaching: -40.00 life A cap made of leather. |
Quasit's Skull (0 def, 12 armour) =1111=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Scabbringer the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Cun Changes resistances: +6% lightning / +12% nature Mental save: +22 (+10 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum psi: +20.00 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Tidekarma (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 mind Changes stats: +26 Str / +2 Wil / +2 Con Changes resistances: +12% cold Changes damage: +12% mind / +6% cold Hate when firing a critical mind attack: +3.00 It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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 634.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm 'Beryrion' (0 def, 6 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +2 Str / +3 Mag / +1 Wil / +6 Con Changes resistances: +6% nature Changes damage: +9% blight Physical save: +6 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+4 eff.) Maximum life: +49.00 Infravision radius: +3 Healing mod.: +12% It can be used to activate talent Battle Cry, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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. |
This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat of frost (+24%) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Wil Changes resistances: +24% cold Changes damage: +16% cold Physical save: +13 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of strength (+6) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Wil Changes resistances: +15% blight Mental save: +13 (+7 eff.) A cap made of leather. |
voratun helm 'Gilobar' (30 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+6 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +6% lightning / +18% darkness / +15% acid Changes damage: +6% blight Physical save: +12 (+4 eff.) Blindness immunity: +20% Knockback immunity: +20% Maximum life: +100.00 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mylehir the drakeskin leather armour (20 def, 27 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +27 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +9% temporal / +23% fire / +27% cold / +31% physical Spell save: +3 (+2 eff.) Mental save: +9 (+5 eff.) Poison immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +20% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.multi-hued rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +8% acid / +7% physical / +26% cold / +8% lightning / +8% fire Mindpower: +7 (+2 eff.) A suit of armour made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1550 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Corruptionrace (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Defense: +15 (+3 eff.) Changes stats: +4 Str / +2 Con Changes resistances penetration: +5% nature Changes damage: +8% fire / +8% mind / +12% physical Mental save: +8 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+5 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 48.69 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. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Borilach the FirewarInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 30% Damage when hit (Melee): 6 fire Changes stats: +6 Con Changes resistances: +15% blight / +18% fire Changes resistances penetration: +15% acid Changes damage: +9% acid Mental save: +12 (+6 eff.) Life regen: +16.00 Maximum life: +75.00 Light radius: +5 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Vilewedge the brass lantern =1111=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances penetration: +5% physical Changes damage: +3% nature Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Chalarain'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +9 Str / +7 Wil Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Light radius: +7 See invisible: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Searimmortal'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +4 Wil Changes resistances: +6% lightning / +12% blight Changes resistances penetration: +5% blight / +15% fire / +14% all Changes damage: +3% blight / +3% fire Critical mult.: +20.00% Blindness immunity: +47% Confusion immunity: +30% Light radius: +11 See stealth: +18 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Velewyn'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +24% lightning / +12% temporal / +15% light / +12% blight / +15% mind Spell save: +6 (+4 eff.) Blindness immunity: +21% Disease immunity: +21% Stun/Freeze immunity: +21% Life regen: +16.00 Light radius: +5 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Yvariavena'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+2 eff.) Changes stats: +6 Wil Changes damage: +6% mind Physical save: +20 (+6 eff.) Spell save: +19 (+10 eff.) Mental save: +15 (+7 eff.) Maximum life: +73.00 Maximum psi: +30.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal brass lantern of clarity =4 mag=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Mental save: +6 (+3 eff.) Spellpower: +5 (+3 eff.) Light radius: +5 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 130 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 399.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 17 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Samasahir the Cloudmoon [power 302] (4/10 cooldown) =1111=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% * 10% chance to reduce all saves and defense by 34 Damage when hit (Melee): 4 acid Changes resistances: +6% lightning Changes damage: +21% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of healing [power 350] (4/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of healing [power 470] (4/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 470 Activation puts all charms on cooldown for 10 turns. When used: * Heal for 60. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of healing [power 464] (4/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 464 Activation puts all charms on cooldown for 10 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 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 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
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. |
7 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By CinquainBrawler the Cornac Brawler level 34
28th Haze 123rd year of Ascendancy at 18:14 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By CinquainBrawler the Cornac Brawler level 29
27th Dusk 123rd year of Ascendancy at 08:57 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By CinquainBrawler the Cornac Brawler level 34
23rd Haze 123rd year of Ascendancy at 20:36 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By CinquainBrawler the Cornac Brawler level 45
33rd Dusk 124th year of Ascendancy at 06:26 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By CinquainBrawler the Cornac Brawler level 44
25th Dusk 124th year of Ascendancy at 07:48 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By CinquainBrawler the Cornac Brawler level 37
58th Haze 123rd year of Ascendancy at 11:48 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By CinquainBrawler the Cornac Brawler level 23
26th Regrowth 123rd year of Ascendancy at 03:11 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By CinquainBrawler the Cornac Brawler level 36
53rd Haze 123rd year of Ascendancy at 17:02 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By CinquainBrawler the Cornac Brawler level 38
65th Haze 123rd year of Ascendancy at 17:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By CinquainBrawler the Cornac Brawler level 22
11st Regrowth 123rd year of Ascendancy at 11:16 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By CinquainBrawler the Cornac Brawler level 30
60th Dusk 123rd year of Ascendancy at 12:58 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By CinquainBrawler the Cornac Brawler level 29
48th Dusk 123rd year of Ascendancy at 06:39 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By CinquainBrawler the Cornac Brawler level 50
78th Regrowth 125th year of Ascendancy at 04:48 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 CinquainBrawler the Cornac Brawler level 29
27th Dusk 123rd year of Ascendancy at 04:41 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CinquainBrawler the Cornac Brawler level 10
9th Flare 122nd year of Ascendancy at 02:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By CinquainBrawler the Cornac Brawler level 20
27th Haze 122nd year of Ascendancy at 21:42 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By CinquainBrawler the Cornac Brawler level 30
49th Dusk 123rd year of Ascendancy at 01:58 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By CinquainBrawler the Cornac Brawler level 40
2nd Wintertide 124th year of Ascendancy at 18:53 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By CinquainBrawler the Cornac Brawler level 50
4th Regrowth 125th year of Ascendancy at 10:41 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By CinquainBrawler the Cornac Brawler level 50
75th Regrowth 125th year of Ascendancy at 16:30 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By CinquainBrawler the Cornac Brawler level 24
6th Pyre 123rd year of Ascendancy at 10:56 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By CinquainBrawler the Cornac Brawler level 47
35th Haze 124th year of Ascendancy at 05:26 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By CinquainBrawler the Cornac Brawler level 35
52nd Haze 123rd year of Ascendancy at 23:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By CinquainBrawler the Cornac Brawler level 21
5th Decay 122nd year of Ascendancy at 06:57 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By CinquainBrawler the Cornac Brawler level 36
54th Haze 123rd year of Ascendancy at 04:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By CinquainBrawler the Cornac Brawler level 10
9th Flare 122nd year of Ascendancy at 23:02 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By CinquainBrawler the Cornac Brawler level 29
27th Dusk 123rd year of Ascendancy at 08:57 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By CinquainBrawler the Cornac Brawler level 50
34th Pyre 125th year of Ascendancy at 20:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By CinquainBrawler the Cornac Brawler level 7
2nd Mirth 122nd year of Ascendancy at 05:36 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By CinquainBrawler the Cornac Brawler level 40
4th Allure 124th year of Ascendancy at 10:47 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By CinquainBrawler the Cornac Brawler level 29
46th Dusk 123rd year of Ascendancy at 22:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By CinquainBrawler the Cornac Brawler level 16
60th Dusk 122nd year of Ascendancy at 11:29 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By CinquainBrawler the Cornac Brawler level 50
35th Pyre 125th year of Ascendancy at 16:38 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By CinquainBrawler the Cornac Brawler level 33
22nd Haze 123rd year of Ascendancy at 04:44 see stats
Log
CinquainBrawler strikes at a vital spot on Mirror Image (Elandar)!
CinquainBrawler casts Wave of Power.
CinquainBrawler performs a melee critical strike against Mirror Image (Elandar)!
CinquainBrawler hits Mirror Image (Elandar) for 0 physical, 0 physical, 0 arcane, 0 fire, 0 arcane, 0 fire, 0 physical, 0 physical, 0 arcane, 0 fire, 0 arcane, 0 fire (0 total damage).
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Elandar's glacial vapour area effect hits Mirror Image (Elandar) for 0 physical damage.
Elandar casts Flame.
Elandar's spell attains critical power!
CinquainBrawler redirects the effect 'Burning'!
Mirror Image (Elandar) is on fire!
Mirror Image (Elandar) casts Flame.
CinquainBrawler redirects the effect 'Burning'!
Ghoul shrugs off Mirror Image (Elandar)'s 'Burning'!
Mirror Image (Elandar) hits CinquainBrawler for 80 fire damage.
Bleeding from CinquainBrawler hits Mirror Image (Elandar) for 0 physical damage.
Grappling hits Mirror Image (Elandar) for 0 physical, 0 physical (0 total damage).
Grappled from CinquainBrawler hits Mirror Image (Elandar) for 0 physical damage.
Elandar hits CinquainBrawler for 219 physical damage.
Burning from Elandar hits Mirror Image (Elandar) for 0 physical damage.
CinquainBrawler throws a wild haymaker!
CinquainBrawler performs a melee critical strike against Mirror Image (Elandar)!
CinquainBrawler casts Displacement Shield.
The very fabric of space alters around CinquainBrawler.
CinquainBrawler hits Mirror Image (Elandar) for 0 physical, 0 physical, 0 arcane, 0 fire, 0 arcane, 0 fire (0 total damage).
Elandar casts Lightning.
Grappling hits Mirror Image (Elandar) for 0 physical damage.
Elandar hits CinquainBrawler for 355 lightning damage.
CinquainBrawler the level 50 cornac brawler was volted to death by a Elandar on level 11 of High Peak.











































































































































































