Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Berserker |
| Level / Exp | 50 / 1319% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 22 on the 28th Haze 123rd year of Ascendancy at 18:06 3 / 4Killed by Ce'Nenn the master vampire at level 22 on the 31st Haze 123rd year of Ascendancy at 22:33 Killed by overpowered greater multi-hued wyrm at level 35 on the 9th Flare 124th year of Ascendancy at 04:57 Killed by Atamathon the Giant Golem at level 45 on the 6th Allure 126th year of Ascendancy at 12:43 |
Primary Stats
| Strength | 107 (base 60) |
| Dexterity | 79 (base 50) |
| Constitution | 126 (base 66) |
| Magic | 37 (base 16) |
| Willpower | 41 (base 34) |
| Cunning | 45 (base 29) |
Resources
| Life | 2084/2084 |
| Mana | 80/549 |
| Stamina | 264/264 |
| Healing Factor | 2.09 |
| Regeneration | 10.486673180854 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -3.9968028886506E-12% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 23 |
| See Invisible | 32 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 65 |
| Crit Chance | 69% |
| APR | 33 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +23% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 121.2 (100%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 44 |
| Physical Save | 83 |
| Spell Save | 66 |
| Mental Save | 49 |
Defense: Resistances
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 618 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 522 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 94 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shattering Impact |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by dredge. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by barrow wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 38. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Glorama' (0 def, 5 armour) =use + slow= pair of voratun boots 'Glorama' (0 def, 5 armour) =use + slow=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 41% * 40 arcane resource burn Changes stats: +9 Str / +10 Con Changes resistances: +12% acid Changes damage: +10% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of corpselight =unded + water= alchemist's lamp of corpselight =unded + water=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% blight / +7% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 20 cooldown : Effective talent level: 1.1 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 51 blight damage or heals 57 life. Creatures standing in the retch also have 6% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Silebrera the Sunjeer (8 def, 14 armour) =use= Silebrera the Sunjeer (8 def, 14 armour) =use=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 16 nature Changes stats: +5 Cun / +12 Dex Changes resistances: +12% light / +25% darkness / +7% all Changes resistances penetration: +5% light Changes damage: +6% light Physical save: +15 (+3 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.10 Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Honeywood Chalice =heal= Honeywood Chalice =heal=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | painweaver's stralite ring of life =use + heal 19 + damage= painweaver's stralite ring of life =use + heal 19 + damage=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes damage: +7% all Life regen: +1.20 Maximum life: +54.00 Spellpower: +11 (+4 eff.) Mindpower: +9 (+4 eff.) Healing mod.: +19% Rings can have magical properties. |
| On fingers | Goedalath Rock ring =use + heal 50= Goedalath Rock ring =use + heal 50=0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+6 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters =use= Girdle of the Calm Waters =use=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Dethblyd (70-112 power, 18 apr) =lifesteal++= Dethblyd (70-112 power, 18 apr) =lifesteal++=Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
| On hands | Kirek the Voidbrace (0 def, 14 armour) =use= Kirek the Voidbrace (0 def, 14 armour) =use=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +14 Armour Hardiness: +12% Damage (Melee): 14 blight Changes stats: +17 Con Changes resistances: +9% blight / +9% physical / +9% darkness / +6% temporal Changes damage: +10% blight Critical mult.: +11.00% Spell crit. chance: +19% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarrasca (0 def, 50 armour) =use= Tarrasca (0 def, 50 armour) =use=Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 20% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 17 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | Ce'Nikira the elven-silk cloak (43 def, 20 armour) =use= Ce'Nikira the elven-silk cloak (43 def, 20 armour) =use=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +20 Defense: +43 (+14 eff.) Changes stats: +2 Str / +5 Dex / +2 Mag / +1 Wil Grants telepathy: Dragon Physical save: +65 (+13 eff.) Spell save: +59 (+15 eff.) Mental save: +55 (+16 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | enraging voratun amulet of vision =see + speed= enraging voratun amulet of vision =see + speed=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +7% physical Blindness immunity: +15% Infravision radius: +9 Sight radius: +2 See invisible: +10 Combat speed: +10% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) =good= Infusion of Wild Growth (Rad 5 for 10 turns) =good=Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 69.21 physical damage and 117.42 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 23%; cure magical, physical, mental) Primal Infusion (affinity 23%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 23% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 333) healing infusion of the warrior (heal 333)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 12 turns, die at -480) heroism infusion (+6 for 12 turns, die at -480)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 12 turns. While Heroism is active, you will only die when reaching -480 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+23 for 12 turns, die at -824) =good= heroism infusion of the titan (+23 for 12 turns, die at -824) =good=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -824 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 9 turns, die at -896) heroism infusion of the warrior (+21 for 9 turns, die at -896)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -896 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 12 turns, die at -858) heroism infusion of the warrior (+21 for 12 turns, die at -858)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -858 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (56 nature damage, 50% healing reduction) insidious poison infusion (56 nature damage, 50% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 55.88 nature damage per turn for 7 turns, and reducing the target's healing received by 50%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (465% speed; 7 turns) movement infusion (465% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 21; turns 4; dispells darkness) sun infusion (rad 7; power 21; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 8; power 22; turns 4; dispells darkness) sun infusion (rad 8; power 22; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure magical) wild infusion (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 24% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (298 acid damage; dur 5; apply 22) acid wave rune (298 acid damage; dur 5; apply 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 297.66 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (165 acid damage; dur 5; apply 22) acid wave rune (165 acid damage; dur 5; apply 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 164.82 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (228 acid damage; dur 5; apply 21) acid wave rune (228 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 227.55 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (368 acid damage; dur 5; apply 58) acid wave rune of the duelist (368 acid damage; dur 5; apply 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 367.52 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 58. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (340 acid damage; dur 5; apply 67) acid wave rune of the warrior (340 acid damage; dur 5; apply 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 339.97 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 67. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (142 cold damage; 43 apply power) biting gale rune of the psychic (142 cold damage; 43 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 141.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 43. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (199 cold damage; 67 apply power) biting gale rune of the warrior (199 cold damage; 67 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 198.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 67. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (268 fire damage) heat beam rune (268 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 268.14 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (516 fire damage) heat beam rune of the titan (516 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 516.35 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 10 for 9 turns) invisibility rune (power 10 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 9 turns) invisibility rune (power 9 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 11 for 8 turns) invisibility rune (power 11 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 9 turns) invisibility rune (power 12 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 13 for 9 turns) invisibility rune (power 13 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 11 for 9 turns) invisibility rune (power 11 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 15 for 7 turns) invisibility rune of the sneak (power 15 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (248 lightning damage) lightning rune (248 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 82.82 to 248.46 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (424 lightning damage) lightning rune (424 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 141.45 to 424.35 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (413 lightning damage) lightning rune (413 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 137.76 to 413.28 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (258 lightning damage) lightning rune (258 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 86.10 to 258.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (232 lightning damage) lightning rune (232 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 77.49 to 232.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (449 lightning damage) lightning rune (449 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 149.65 to 448.95 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (252 lightning damage) lightning rune (252 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 84.05 to 252.15 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (376 lightning damage) lightning rune (376 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 125.46 to 376.38 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (445 lightning damage) lightning rune of the psychic (445 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 148.34 to 445.01 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1226% regen over 10 turns; 61 instant mana) manasurge rune (1226% regen over 10 turns; 61 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1226% for 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1246% regen over 10 turns; 62 instant mana) manasurge rune (1246% regen over 10 turns; 62 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1246% for 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1413% regen over 10 turns; 71 instant mana) manasurge rune (1413% regen over 10 turns; 71 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1413% for 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1619% regen over 10 turns; 81 instant mana) manasurge rune of the titan (1619% regen over 10 turns; 81 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1619% for 10 turns and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 31; dur 5) phase door rune (range 5; power 31; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 35; dur 5) phase door rune (range 10; power 35; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 11; power 27; dur 6) phase door rune (range 11; power 27; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 31; dur 7) phase door rune (range 10; power 31; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 28; dur 5) phase door rune (range 10; power 28; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 32; dur 6) phase door rune (range 10; power 32; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 9; power 39; dur 6) phase door rune (range 9; power 39; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 38; dur 8) phase door rune (range 10; power 38; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 15; dur 5) phase door rune (range 7; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 33; dur 6) phase door rune (range 5; power 33; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 11; power 21; dur 6) phase door rune (range 11; power 21; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 11; power 30; dur 4) phase door rune (range 11; power 30; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 12; power 37; dur 5) phase door rune of the psychic (range 12; power 37; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 16; power 44; dur 3) phase door rune of the titan (range 16; power 44; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 12; power 38; dur 3) phase door rune of the warrior (range 12; power 38; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 11; power 32; dur 7) phase door rune of the wizard (range 11; power 32; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 230 for 5 turns) shielding rune (absorb 230 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 298 for 6 turns) shielding rune (absorb 298 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 200 for 6 turns) shielding rune (absorb 200 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 200 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 462 for 6 turns) shielding rune (absorb 462 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 347 for 5 turns) shielding rune (absorb 347 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 686 for 7 turns) =use?= shielding rune of the duelist (absorb 686 for 7 turns) =use?=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 686 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 113) teleportation rune of the duelist (range 113)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 170) teleportation rune of the titan (range 170)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 20; see horror) vision rune (radius 12; dur 20; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 19) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 9; dur 14; see demon) vision rune (radius 9; dur 14; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 14) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 21; see horror) vision rune (radius 10; dur 21; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 12) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 14; see humanoid) vision rune (radius 10; dur 14; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 14) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 23; see animal) vision rune (radius 12; dur 23; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any animal around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 16; dur 23; see humanoid) vision rune (radius 16; dur 23; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 23) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 22; see dragon) vision rune (radius 14; dur 22; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 18) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 17; see humanoid) vision rune (radius 14; dur 17; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 16) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 27; see undead) vision rune (radius 13; dur 27; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 17) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 14; dur 19; see horror) vision rune (radius 14; dur 19; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 20) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 25; see dragon) vision rune (radius 13; dur 25; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 21) for 25 turns. Your mind will become more receptive for 25 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 8; dur 13; see horror) vision rune of the warrior (radius 8; dur 13; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 25) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any horror around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 10; dur 17; see animal) vision rune of the wizard (radius 10; dur 17; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 19) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope =save?= Sealed Scroll of Last Hope =save?=0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet =move speed= Feathersteel Amulet =move speed=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +1% all Light radius: +1 Infravision radius: +2 Amulets can have magical properties. |
Limmir's Amulet of the Moon =resits all +5= Limmir's Amulet of the Moon =resits all +5=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Changes resistances: +5% all See stealth: +10 See invisible: +10 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Spiderpunish the copper amulet Spiderpunish the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% nature / +12% light / +11% darkness Changes damage: +3% nature Blindness immunity: +20% Amulets can have magical properties. |
The Black Core =+100= The Black Core =+100=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Xanatta the stralite amulet Xanatta the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Changes stats: +9 Str / +3 Dex Changes resistances penetration: +10% physical Life regen: +0.40 Healing mod.: +5% Amulets can have magical properties. |
Zanenik the voratun amulet Zanenik the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +3% lightning / +6% fire / +5% arcane Talent mastery: +0.31 Cunning / Survival Spell save: +9 (+3 eff.) Amulets can have magical properties. |
archmage's voratun amulet of the eclipse archmage's voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 13% chance to blind Changes stats: +1 Mag Changes damage: +7% acid / +15% light / +11% darkness / +6% fire / +7% lightning / +7% cold Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% mind Confusion immunity: +23% Amulets can have magical properties. |
clarifying gold amulet of willpower (+4) =confuse= clarifying gold amulet of willpower (+4) =confuse=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% mind Confusion immunity: +30% Amulets can have magical properties. |
cleansing copper amulet =blight= cleansing copper amulet =blight=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +11% blight Poison immunity: +21% Disease immunity: +22% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
grounding steel amulet of mastery (0.16 Technique / Warcries) grounding steel amulet of mastery (0.16 Technique / Warcries)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Talent mastery: +0.16 Technique / Warcries Stun/Freeze immunity: +22% Amulets can have magical properties. |
insulating steel amulet =cold 14= insulating steel amulet =cold 14=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +14% cold Amulets can have magical properties. |
insulating steel amulet of cunning (+2) insulating steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% fire / +11% cold Amulets can have magical properties. |
restful voratun amulet of murder restful voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Fatigue: -8% Critical mult.: +19.00% Life regen: +2.70 Amulets can have magical properties. |
savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +10 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
savior's stralite amulet of healing =use= savior's stralite amulet of healing =use=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +22 (+6 eff.) Mental save: +14 (+4 eff.) Cut immunity: +50% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's stralite amulet of manastreaming savior's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Physical save: +15 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +17 (+5 eff.) Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +27.00 Amulets can have magical properties. |
savior's voratun amulet of murder =save= savior's voratun amulet of murder =save=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Critical mult.: +17.00% Physical save: +20 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +17 (+5 eff.) Amulets can have magical properties. |
savior's voratun amulet of willpower (+8) savior's voratun amulet of willpower (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Wil Physical save: +21 (+5 eff.) Spell save: +21 (+6 eff.) Mental save: +25 (+8 eff.) Amulets can have magical properties. |
serendipitous stralite amulet =luck= serendipitous stralite amulet =luck=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +10 Lck Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
serendipitous voratun amulet of mastery (0.39 Technique / Berserker's strength) serendipitous voratun amulet of mastery (0.39 Technique / Berserker's strength)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +12 Lck Talent mastery: +0.39 Technique / Berserker's strength Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
starlit stralite amulet of dexterity (+6) starlit stralite amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +19% light / +15% darkness Blindness immunity: +32% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
stralite amulet 'Elyra' =mind + confuse= stralite amulet 'Elyra' =mind + confuse=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Dex Changes resistances: +9% blight / +24% mind / +3% light Physical save: +10 (+2 eff.) Confusion immunity: +39% Stun/Freeze immunity: +10% Knockback immunity: +5% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Blindjam' voratun amulet 'Blindjam'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +6 Wil Changes damage: +3% light Stamina each turn: +0.40 Amulets can have magical properties. |
voratun amulet 'Hurakhad' voratun amulet 'Hurakhad'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +1% physical / +15% mind / +3% temporal Physical save: +25 (+5 eff.) Cut immunity: +15% Stun/Freeze immunity: +10% Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
voratun amulet 'Lelygen' voratun amulet 'Lelygen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Grants telepathy: Dragon Critical mult.: +6.00% Maximum encumbrance: +10 Blindness immunity: +32% Light radius: +2 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
wanderer's stralite amulet of strength (+4) wanderer's stralite amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +4 Str / +3 Dex / +6 Cun / +6 Con Life regen: +0.80 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet of murder =+8 Will= warmaker's stralite amulet of murder =+8 Will=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Changes stats: +7 Str / +7 Dex / +8 Wil Critical mult.: +11.00% Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
warrior's copper amulet of constitution (+2) warrior's copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's gold amulet of willpower (+2) warrior's gold amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +7% physical Stamina each turn: +0.30 Amulets can have magical properties. |
warrior's stralite amulet of strength (+3) warrior's stralite amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% physical Stamina each turn: +0.60 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Chamogen ChamogenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% blight Grants telepathy: Humanoid/Orc Spell save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Infravision radius: +2 Rings can have magical properties. |
Gobeth =stun 29= Gobeth =stun 29=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Changes stats: +2 Dex Physical save: +10 (+2 eff.) Stun/Freeze immunity: +29% Life regen: +1.80 Rings can have magical properties. |
Isloriatta =use= Isloriatta =use=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +20% light Changes damage: +10% light / +4% all Critical mult.: +3.00% Blindness immunity: +20% Spellpower: +13 (+5 eff.) Spell crit. chance: +1% Mindpower: +6 (+3 eff.) Infravision radius: +3 See stealth: +7 See invisible: +5 Healing mod.: +5% Rings can have magical properties. |
Mayynn the voratun ring =armor= Mayynn the voratun ring =armor=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +16 Changes stats: +8 Str / +5 Dex / +8 Wil / +16 Cun Changes resistances: +12% darkness Changes resistances penetration: +5% blight Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +15 (+6 eff.) Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+5 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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich 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 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 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 Master =good= Ring of the War Master =good=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
conjurer's gold ring of misery =bleed= conjurer's gold ring of misery =bleed=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +5 Mag / +5 Wil / +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +7 Wil Spellpower: +10 (+4 eff.) Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of arcana(+0.12/turn) =silence= copper ring of arcana(+0.12/turn) =silence=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
gladiator's gold ring of nature (+26%) =nature= gladiator's gold ring of nature (+26%) =nature=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
gladiator's voratun ring of life =heal 19= gladiator's voratun ring of life =heal 19=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +8 Str / +7 Con Life regen: +1.60 Maximum life: +50.00 Healing mod.: +19% Rings can have magical properties. |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Physical power: +9 (+2 eff.) Defense: +13 (+4 eff.) Changes stats: +7 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring of warding =multi resist= gold ring of warding =multi resist=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% acid / +13% fire / +11% lightning / +16% cold Rings can have magical properties. |
marksman's gold ring of fire (+26%) =fire= marksman's gold ring of fire (+26%) =fire=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
marksman's steel ring of corrosion (+22%) marksman's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
marksman's stralite ring of speed marksman's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +9 (+3 eff.) Changes stats: +6 Dex Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 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 46% for 5 turns. Rings can have magical properties. |
marksman's voratun ring of life marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +10 Dex Life regen: +2.00 Maximum life: +79.00 Healing mod.: +18% Rings can have magical properties. |
marksman's voratun ring of sensing =see= marksman's voratun ring of sensing =see=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Blindness immunity: +22% Infravision radius: +4 See stealth: +12 See invisible: +12 Rings can have magical properties. |
mule's gold ring of clarity =confuse= mule's gold ring of clarity =confuse=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Mental save: +8 (+2 eff.) Confusion immunity: +29% Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Rings can have magical properties. |
mule's voratun ring of power mule's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Fatigue: -7% Maximum encumbrance: +36 Spellpower: +10 (+4 eff.) Mindpower: +11 (+5 eff.) Rings can have magical properties. |
pixie's voratun ring of warding pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Changes resistances: +29% acid / +30% fire / +25% lightning / +24% cold Spellpower: +5 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of clarity =confuse= psionicist's steel ring of clarity =confuse=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +11 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
psionicist's steel ring of perseverance =stun 24= psionicist's steel ring of perseverance =stun 24=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +1.30 Rings can have magical properties. |
psionicist's voratun ring of misery =gloom 16= psionicist's voratun ring of misery =gloom 16=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +7 Cun / +8 Wil Mental save: +16 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 29%. Rings can have magical properties. |
rogue's gold ring of life =heal 16= rogue's gold ring of life =heal 16=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Life regen: +0.60 Maximum life: +66.00 Healing mod.: +16% Rings can have magical properties. |
rogue's gold ring of the mind (+13%) rogue's gold ring of the mind (+13%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +13% mind Changes damage: +13% mind Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's voratun ring of misery =gollm 15= rogue's voratun ring of misery =gollm 15=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +14 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 29%. Rings can have magical properties. |
rogue's voratun ring of pilfering rogue's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Defense: +33 (+11 eff.) Changes stats: +10 Cun It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+4 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
savage's voratun ring of misery =gloom 16= savage's voratun ring of misery =gloom 16=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +7 Cun / +5 Con Spell save: +17 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +28.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of warding =use= savior's stralite ring of warding =use=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +17% acid / +20% fire / +21% lightning / +20% cold Physical save: +11 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +10 (+3 eff.) Rings can have magical properties. |
sneakthief's stralite ring of arcana(+0.18/turn) =silence= sneakthief's stralite ring of arcana(+0.18/turn) =silence=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Cun / +6 Dex Silence immunity: +20% Mana each turn: +0.18 Rings can have magical properties. |
sneakthief's voratun ring sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Cun / +7 Dex Rings can have magical properties. |
solipsist's voratun ring of frost (+28%) =cold= solipsist's voratun ring of frost (+28%) =cold=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +28% cold Changes damage: +14% cold Mindpower: +11 (+5 eff.) Rings can have magical properties. |
solipsist's voratun ring of warding =resist all= solipsist's voratun ring of warding =resist all=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +20% acid / +21% fire / +21% lightning / +17% cold Mindpower: +11 (+5 eff.) Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of blinding strikes =blind= steel ring of blinding strikes =blind=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 15% chance to blind Rings can have magical properties. |
steel ring of misery =gloom 10= steel ring of misery =gloom 10=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring of sensing =see= steel ring of sensing =see=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +28% Infravision radius: +4 See stealth: +9 See invisible: +7 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of life =heal 19= stralite ring of life =heal 19=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.90 Maximum life: +54.00 Healing mod.: +19% Rings can have magical properties. |
stralite ring of warding =use + multi resist= stralite ring of warding =use + multi resist=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +14% acid / +18% fire / +16% lightning / +22% cold Rings can have magical properties. |
titan's voratun ring of misery =gloom 15= titan's voratun ring of misery =gloom 15=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +10 Cun / +6 Con Physical save: +12 (+3 eff.) 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 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 29%. Rings can have magical properties. |
treant's gold ring =blight= treant's gold ring =blight=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +10% blight Poison immunity: +16% Disease immunity: +11% Rings can have magical properties. |
treant's stralite ring of life =use= treant's stralite ring of life =use=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +7% blight Poison immunity: +16% Disease immunity: +18% Life regen: +1.10 Maximum life: +64.00 Healing mod.: +19% Rings can have magical properties. |
treant's voratun ring of arcana(+0.24/turn) treant's voratun ring of arcana(+0.24/turn)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +8% nature / +15% blight Poison immunity: +21% Disease immunity: +13% Silence immunity: +31% Mana each turn: +0.24 Rings can have magical properties. |
treant's voratun ring of life =heal= treant's voratun ring of life =heal=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +9% blight Poison immunity: +19% Disease immunity: +15% Life regen: +1.80 Maximum life: +72.00 Healing mod.: +18% Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Defense: +14 (+4 eff.) Changes resistances: +5% nature / +13% blight Poison immunity: +16% Disease immunity: +26% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Defense: +13 (+4 eff.) Changes resistances: +12% nature / +12% blight Poison immunity: +21% Disease immunity: +25% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of life =heal 15= voratun ring of life =heal 15=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.10 Maximum life: +73.00 Healing mod.: +15% Rings can have magical properties. |
warrior's gold ring of nature (+24%) warrior's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
wizard's gold ring of power wizard's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Mag Spell save: +4 (+1 eff.) Spellpower: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
wizard's stralite ring of light (+24%) wizard's stralite ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% light Changes damage: +12% light Spell save: +4 (+1 eff.) Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +37% Life regen: +4.40 Rings can have magical properties. |
Xerotira the Gorequencher (65-97.5 power, 4 apr) =nature damage= Xerotira the Gorequencher (65-97.5 power, 4 apr) =nature damage=Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +10 lightning When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +3 Str Changes resistances: +3% nature Changes damage: +9% darkness / +7% physical Stamina when hit: +0.70 Massive two-handed mauls. |
voratun greatsword of nature (59.5-95.2 power, 4 apr) =resist all= voratun greatsword of nature (59.5-95.2 power, 4 apr) =resist all=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% all Changes resistances penetration: +13% nature Massive two-handed swords. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) =read shertul= Awakened Staff of Absorption (60-72 power, 60 apr, fire element) =read shertul=Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 132 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
monstrous drakeskin leather belt of the giants =size +2= monstrous drakeskin leather belt of the giants =size +2=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +22 (+4 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+3 eff.) Spell save: +11 (+3 eff.) Size category: +2 A belt that goes around your waist. |
skylord's drakeskin leather belt of life =heal 30= skylord's drakeskin leather belt of life =heal 30=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Dex / +7 Wil / +4 Cun Physical save: +15 (+3 eff.) Spell save: +17 (+5 eff.) Mental save: +11 (+3 eff.) Life regen: +2.20 Healing mod.: +30% A belt that goes around your waist. |
skylord's drakeskin leather belt of the giants =svaes= skylord's drakeskin leather belt of the giants =svaes=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +5 Dex / +6 Wil / +5 Cun Physical save: +17 (+4 eff.) Spell save: +28 (+7 eff.) Mental save: +20 (+6 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of Deception =Deception= Cloak of Deception =Deception=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Wrap of Stone (0 def, 10 armour) =stone= Wrap of Stone (0 def, 10 armour) =stone=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 40 power out of 60/60) : Effective talent level: 1.0 Power cost: 40 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 111.28 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
regal cashmere cloak of the voidstalker (2 def, 0 armour) =dark + temp= regal cashmere cloak of the voidstalker (2 def, 0 armour) =dark + temp=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Changes resistances: +14% darkness / +18% temporal Mental save: +7 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak (3 def, 0 armour) =heal= restorative elven-silk cloak (3 def, 0 armour) =heal=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% nature / +18% blight Life regen: +2.00 Healing mod.: +22% 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 fog (8 def, 0 armour) =multi resist= wyrmwaxed cashmere cloak of fog (8 def, 0 armour) =multi resist=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +5% acid / +16% light / +19% fire / +7% cold / +7% lightning Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) =see + blindness= Black Robe (6 def, 0 armour) =see + blindness=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+10 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
fearwoven elven-silk robe of power (5 def, 0 armour) =damage= fearwoven elven-silk robe of power (5 def, 0 armour) =damage=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances penetration: +13% darkness / +14% physical Changes damage: +15% physical / +10% darkness / +20% all Maximum hate: +5.00 Spellpower: +19 (+7 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unbreakable Greaves (8 def, 20 armour) =pys damage= Unbreakable Greaves (8 def, 20 armour) =pys damage=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) =mov speed= Wanderer's Rest (4 def, 0 armour) =mov speed=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Boltravager' (0 def, 4 armour) =see invisible= pair of dwarven-steel boots 'Boltravager' (0 def, 4 armour) =see invisible=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes stats: +1 Wil Changes damage: +9% lightning Light radius: +1 Infravision radius: +3 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of drakeskin leather boots of strife (0 def, 5 armour) =heal= restorative pair of drakeskin leather boots of strife (0 def, 5 armour) =heal=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +4 Wil Changes resistances penetration: +7% physical Life regen: +3.30 Mindpower: +6 (+3 eff.) Healing mod.: +26% It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 3.0 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of voratun boots of evasion (10 def, 5 armour) =resist status= undeterred pair of voratun boots of evasion (10 def, 5 armour) =resist status=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Fatigue: +4% Silence immunity: +41% Confusion immunity: +41% Stun/Freeze immunity: +44% It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 33 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of rushing (0 def, 5 armour) =saves= wanderer's pair of voratun boots of rushing (0 def, 5 armour) =saves=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Cun / +8 Con Physical save: +20 (+4 eff.) Mental save: +16 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Noonhacker (0 def, 2 armour) =blind= Noonhacker (0 def, 2 armour) =blind=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to blind Damage (Melee): 9 fire Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances: +6% light / +8% fire Changes damage: +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of the juggernaut (0 def, 17 armour) =disarm= stone warden's voratun gauntlets of the juggernaut (0 def, 17 armour) =disarm=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +10% Changes stats: +15 Con Changes resistances: +8% physical Physical save: +22 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +47% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 2.6 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 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Cinderwrack' (0 def, 3 armour) =gloom= voratun gauntlets 'Cinderwrack' (0 def, 3 armour) =gloom=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 24 blight / 26 mind / 29 darkness Changes resistances: +18% blight Changes damage: +19% blight / +6% fire Mental save: -5 (-2 eff.) Mindpower: +8 (+4 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Dragonskull Helm (0 def, 2 armour) =good= Dragonskull Helm (0 def, 2 armour) =good=Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
The Black Crown (0 def, 15 armour) =darkness + blight= The Black Crown (0 def, 15 armour) =darkness + blight=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Veleth the Dayvengeance (3 def, 0 armour) =blind= Veleth the Dayvengeance (3 def, 0 armour) =blind=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% light / +18% acid Changes damage: +3% acid Mana each turn: +0.40 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 6 armour) =fight hidden= Yaldan Baoth (0 def, 6 armour) =fight hidden=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Essence of Bearness =good= Essence of Bearness =good=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 66 power out of 100/100. The very essence of bearness! |
9 agate 9 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. |
547 alchemist agate 547 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. |
12 onyx 12 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. |
2 aquamarine 2 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
18 sapphire 18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Smolderwrest (dig speed 16 turns) Smolderwrest (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +2 Cun / +2 Str Changes resistances: +5% darkness / +8% fire Maximum hate: +6.00 Maximum psi: +30.00 Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =good= Mummified Egg-sac of Ungolë =good=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 53 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =carry= Rungof's Fang =carry=Infused 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. |
4 emerald 4 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. |
10 jade 10 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 turquoise 18 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Lightkin =see + damage reduction= Lightkin =see + damage reduction=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +3% light / +9% darkness Changes resistances penetration: +5% light Changes damage: +9% light Mental save: +15 (+5 eff.) Light radius: +4 See stealth: +20 See invisible: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Olendur =light= Olendur =light=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 fire Changes resistances: +9% temporal / +8% fire Changes damage: +3% blight Spell save: +20 (+5 eff.) Mental save: +8 (+2 eff.) Mana when firing critical spell: +1.00 Maximum vim: +30.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +7% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (97 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 27 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Arata' =see + heal= dwarven lantern 'Arata' =see + heal=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes stats: +4 Con / +6 Wil Changes resistances: +1% physical Changes damage: +3% physical Critical mult.: +20.00% Maximum encumbrance: +20 Physical save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Maximum stamina: +15.00 Light radius: +4 See stealth: +25 See invisible: +25 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of clarity =see= nightwalker's dwarven lantern of clarity =see=Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +14.00% Mental save: +11 (+3 eff.) Light radius: +4 See stealth: +18 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye =see= Fortune's Eye =see=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 12 power out of 35/35) : Effective talent level: 2.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot =carry= Prox's Lucky Halfling Foot =carry=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
42 alchemist bloodstone 42 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. |
16 bloodstone 16 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. |
20 fire opal 20 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. |
10 garnet 10 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. |
17 ruby 17 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 Annulment (1/1) =save= Rod of Annulment (1/1) =save=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 134 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 (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 428.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered stralite torque of thermal psionic shield [power 221] (20 cooldown) =good= overpowered stralite torque of thermal psionic shield [power 221] (20 cooldown) =good=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 221 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 637] (7 cooldown) overpowered voratun torque of mindblast [power 637] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 7 beam dealing 391.76 to 783.51 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of psychoportation [power 57] (20 cooldown) quiet voratun torque of psychoportation [power 57] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to teleport randomly (rad 57), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Coalvein' [power 117] (14 cooldown) =damage reduction= stralite torque of kinetic psionic shield 'Coalvein' [power 117] (14 cooldown) =damage reduction=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +1 Wil Changes resistances penetration: +5% darkness / +5% mind Mental crit. chance: +2% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 117 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of kinetic psionic shield [power 171] (19 cooldown) =good= supercharged voratun torque of kinetic psionic shield [power 171] (19 cooldown) =good=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of kinetic psionic shield [power 143] (14 cooldown) =wards= warded voratun torque of kinetic psionic shield [power 143] (14 cooldown) =wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +1 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of mindblast [power 329] (4 cooldown) =wards= warded voratun torque of mindblast [power 329] (4 cooldown) =wards=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +3 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 7 beam dealing 202.34 to 404.67 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Mardutir the Gleampain [power 62] (14 cooldown) =good= Mardutir the Gleampain [power 62] (14 cooldown) =good=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes resistances penetration: +15% blight It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60%, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
Tree of Life =use heal= Tree of Life =use heal=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Urthistir the Flashcast [power 337] (19 cooldown) Urthistir the Flashcast [power 337] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +8 (+1 eff.) Changes resistances: +6% fire Changes damage: +9% physical / +12% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws It can be used to heal a target within range 7 (based on Willpower) for 337, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing [power 322] (21 cooldown) =heal target= overpowered dragonbone totem of healing [power 322] (21 cooldown) =heal target=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 7 (based on Willpower) for 322, putting all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone totem of thorny skin [power 90] (14 cooldown) warded dragonbone totem of thorny skin [power 90] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +1 acid / +4 nature / +4 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
Lightbringer's Wand =unded area spell= Lightbringer's Wand =unded area spell=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 104 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 24 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Poxradiance the dragonbone wand of conjuration [power 781] (10 cooldown) =slow= Poxradiance the dragonbone wand of conjuration [power 781] (10 cooldown) =slow=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 nature Changes damage: +6% fire Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast Spell save: +25 (+7 eff.) Mana each turn: +0.08 It can be used to fire a bolt of a random element with (base) damage 390 to 781, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 25 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard =dark= Void Shard =dark=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+4 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 168.51 temporal and 168.51 darkness damage (based on Magic), costing 14 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
overpowered elven-wood wand of clairvoyance [power 16] (7 cooldown) =see= overpowered elven-wood wand of clairvoyance [power 16] (7 cooldown) =see=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 16, power 62 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of clairvoyance [power 15] (4 cooldown) void dragonbone wand of clairvoyance [power 15] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 15, power 61 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death =good carry= Pearl of Life and Death =good carry=Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
25 diamond 25 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 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. |
5 quartz 5 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. |
16 amber 16 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. |
4 ametrine 4 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Zizu14 the Ghoul Berserker level 30
42nd Regrowth 124th year of Ascendancy at 07:04 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zizu14 the Ghoul Berserker level 47
1st Flare 126th year of Ascendancy at 05:51 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Zizu14 the Ghoul Berserker level 39
67th Pyre 125th year of Ascendancy at 13:44 see stats
Against all odds
Killed Ukruk in the ambush.By Zizu14 the Ghoul Berserker level 30
40th Regrowth 124th year of Ascendancy at 14:12 see stats
Arachnophobia
Destroyed the spydric menace.By Zizu14 the Ghoul Berserker level 50
20th Regrowth 127th year of Ascendancy at 06:38 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zizu14 the Ghoul Berserker level 35
9th Flare 124th year of Ascendancy at 04:22 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Zizu14 the Ghoul Berserker level 50
59th Dusk 127th year of Ascendancy at 16:35 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Zizu14 the Ghoul Berserker level 41
4th Dusk 125th year of Ascendancy at 00:54 see stats
Brave new world
Went to the Far East and took part in the war.By Zizu14 the Ghoul Berserker level 33
31st Pyre 124th year of Ascendancy at 05:53 see stats
Bringer of Doom
Killed a Bringer of Doom.By Zizu14 the Ghoul Berserker level 15
25th Regrowth 123rd year of Ascendancy at 17:07 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Zizu14 the Ghoul Berserker level 23
46th Haze 123rd year of Ascendancy at 03:21 see stats
Clone War
Destroyed your own Shade.By Zizu14 the Ghoul Berserker level 35
9th Dusk 124th year of Ascendancy at 13:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zizu14 the Ghoul Berserker level 12
70th Dusk 122nd year of Ascendancy at 03:30 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Zizu14 the Ghoul Berserker level 32
75th Regrowth 124th year of Ascendancy at 05:08 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Zizu14 the Ghoul Berserker level 49
33rd Dusk 126th year of Ascendancy at 18:17 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Zizu14 the Ghoul Berserker level 32
72nd Regrowth 124th year of Ascendancy at 23:50 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Zizu14 the Ghoul Berserker level 50
6th Regrowth 127th year of Ascendancy at 15:59 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Zizu14 the Ghoul Berserker level 42
74th Dusk 125th year of Ascendancy at 02:28 see stats
Exterminator
Killed 1000 creatures.By Zizu14 the Ghoul Berserker level 16
43rd Regrowth 123rd year of Ascendancy at 00:46 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zizu14 the Ghoul Berserker level 22
72nd Dusk 123rd year of Ascendancy at 09:25 see stats
Fear me not!
Survived the Fearscape!By Zizu14 the Ghoul Berserker level 37
66th Haze 124th year of Ascendancy at 03:34 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Zizu14 the Ghoul Berserker level 50
28th Haze 126th year of Ascendancy at 13:14 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Zizu14 the Ghoul Berserker level 43
19th Haze 125th year of Ascendancy at 03:20 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zizu14 the Ghoul Berserker level 19
59th Regrowth 123rd year of Ascendancy at 13:17 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zizu14 the Ghoul Berserker level 47
19th Regrowth 126th year of Ascendancy at 12:25 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Zizu14 the Ghoul Berserker level 43
11st Haze 125th year of Ascendancy at 05:06 see stats
Level 10
Got a character to level 10.By Zizu14 the Ghoul Berserker level 10
41st Dusk 122nd year of Ascendancy at 12:23 see stats
Level 20
Got a character to level 20.By Zizu14 the Ghoul Berserker level 20
2nd Mirth 123rd year of Ascendancy at 23:22 see stats
Level 30
Got a character to level 30.By Zizu14 the Ghoul Berserker level 30
40th Regrowth 124th year of Ascendancy at 01:37 see stats
Level 40
Got a character to level 40.By Zizu14 the Ghoul Berserker level 40
70th Pyre 125th year of Ascendancy at 02:07 see stats
Level 50
Got a character to level 50.By Zizu14 the Ghoul Berserker level 50
45th Dusk 126th year of Ascendancy at 16:58 see stats
Now, this is impressive!
Killed Linaniil, the Supreme Archmage of Angolwen.By Zizu14 the Ghoul Berserker level 50
74th Dusk 127th year of Ascendancy at 04:56 see stats
Orcrist
Killed the leaders of the Orc Pride.By Zizu14 the Ghoul Berserker level 50
12nd Haze 126th year of Ascendancy at 17:08 see stats
Overpowered!
Did over 6000 damage in one attack.By Zizu14 the Ghoul Berserker level 50
68th Dusk 127th year of Ascendancy at 16:40 see stats
Portal reaver
Fought the two Sorcerers and closed two invocation portals.By Zizu14 the Ghoul Berserker level 50
6th Regrowth 127th year of Ascendancy at 15:57 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Zizu14 the Ghoul Berserker level 45
75th Haze 125th year of Ascendancy at 15:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zizu14 the Ghoul Berserker level 13
18th Haze 122nd year of Ascendancy at 14:34 see stats
Size is everything
Did over 1500 damage in one attack.By Zizu14 the Ghoul Berserker level 41
62nd Dusk 125th year of Ascendancy at 15:37 see stats
Size matters
Did over 600 damage in one attack.By Zizu14 the Ghoul Berserker level 24
48th Haze 123rd year of Ascendancy at 12:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Zizu14 the Ghoul Berserker level 33
75th Regrowth 124th year of Ascendancy at 14:14 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Zizu14 the Ghoul Berserker level 19
59th Regrowth 123rd year of Ascendancy at 17:51 see stats
The Arena
Unlocked Arena mode.By Zizu14 the Ghoul Berserker level 13
26th Haze 122nd year of Ascendancy at 03:13 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Zizu14 the Ghoul Berserker level 47
1st Flare 126th year of Ascendancy at 05:51 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zizu14 the Ghoul Berserker level 19
2nd Mirth 123rd year of Ascendancy at 23:22 see stats
The Sun Still Shines
Aeryn survived the last battle.By Zizu14 the Ghoul Berserker level 50
6th Regrowth 127th year of Ascendancy at 15:59 see stats
The bigger the better!
Did over 3000 damage in one attack.By Zizu14 the Ghoul Berserker level 50
68th Dusk 127th year of Ascendancy at 16:40 see stats
The secret city
Discovered the truth about mages.By Zizu14 the Ghoul Berserker level 9
33rd Dusk 122nd year of Ascendancy at 16:52 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Zizu14 the Ghoul Berserker level 36
43rd Dusk 124th year of Ascendancy at 00:59 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Zizu14 the Ghoul Berserker level 19
2nd Mirth 123rd year of Ascendancy at 00:53 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zizu14 the Ghoul Berserker level 32
66th Regrowth 124th year of Ascendancy at 02:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zizu14 the Ghoul Berserker level 22
72nd Dusk 123rd year of Ascendancy at 10:31 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Zizu14 the Ghoul Berserker level 29
40th Regrowth 124th year of Ascendancy at 01:37 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Zizu14 the Ghoul Berserker level 50
20th Dusk 128th year of Ascendancy at 03:11 see stats
Log
Today is the 30th Haze of the 128th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:55.
Zizu14 rebalances the bulky plates of his Tarrasca, and thngs slow down a bit.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 6 turns (stop reason: all resources and life at maximum).
Zizu14 deactivates Daunting Presence.
Zizu14 deactivates Shattering Impact.
