
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 50 / 1554% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 95 (base 60) |
| Dexterity | 75 (base 63) |
| Constitution | 74 (base 48) |
| Magic | 21 (base 14) |
| Willpower | 28 (base 15) |
| Cunning | 62 (base 48) |
Resources
| Mana | 0/324 |
| Equilibrium | 0 |
| Life | 1606/1606 |
| Stamina | 316/316 |
| Steam | 100/100 |
| Healing Factor | 1.3951680505319 |
| Regeneration | 22.727011265493 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 8 |
| See Stealth | 88.450238283394 |
| See Invisible | 78.450238283394 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 72 |
| Crit Chance | 84% |
| APR | 122 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 109 |
| Accuracy | 72 |
| Crit Chance | 67% |
| APR | 105 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +12% |
| Arcane | +9% |
| Cold | +54% |
| All | +6% |
| Lightning | +21% |
| Light | +26% |
| Temporal | +18% |
| Fire | +27% |
| Physical | +78% |
Offense: Damage Penetration
| Lightning | +66% |
| Physical | +74% |
| Nature | +61% |
| Arcane | +61% |
| Acid | +51% |
| All | +41% |
Defense: Base
| Armour (hardiness) | 46 (73.292302510663%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 90 |
| Spell Save | 78 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 28%( 77%) |
| Blight | + 28%( 77%) |
| Physical | + 35%( 77%) |
| Mind | + 35%( 77%) |
| All | + 23%( 77%) |
| Darkness | + 35%( 77%) |
| Light | + 47%( 77%) |
| Temporal | + 30%( 77%) |
| Lightning | + 32%( 77%) |
| Fire | + 63%( 77%) |
| Nature | + 35%( 77%) |
Defense: Immunities
| Stun Resistance | 36% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 96% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 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%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Throwing knives | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Premonition |
| talent | Daunting Presence |
| talent | Trained Reactions |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 135 - 190 Accuracy: 88 (knife) APR: 104 Crit Chance: +75% Crit mult: 320% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 31 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Aleda. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 664. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | Elenoroleg the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +5 Con / +7 Wil Changes resistances penetration: +10% acid / +9% physical Changes damage: +3% arcane Talent granted: +5 Rocket Boots Stamina each turn: +0.60 Vim when firing critical spell: +2.11 Maximum stamina: +26.00 Maximum vim: +30.00 Spell crit. chance: +1% Mindpower: +9 (+3 eff.) Movement speed: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 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 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. When wielded/worn: Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
| Light source | dwarven lantern 'Abysstrail' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 10 cold Changes resistances: +24% fire Changes resistances penetration: +13% all Changes damage: +21% cold / +20% light / +15% fire Critical mult.: +20.00% Mental crit. chance: +3% Light radius: +12 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Haninarichik the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Str / +5 Con Changes resistances: +6% blight / +6% light / +15% mind Spell save: +6 (+1 eff.) Silence immunity: +20% Life regen: +4.04 Only die when reaching: -40.00 life Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1508.1 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cracklestinger the drakeskin leather gloves (0 def, 12 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 18% chance to reduce all saves and defense by 31 Damage (Melee): 14 physical / 39 mind / 26 darkness Damage when hit (Melee): 4 temporal Changes resistances: +6% acid Changes damage: +6% lightning / +9% temporal / +9% physical / +6% acid Talent granted: +5 Hand Cannon Mental save: -5 (-1 eff.) Life regen: +9.00 Stamina each turn: +2.00 Maximum stamina: +18.00 Mindpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +15 physical It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Race / Dwarf Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 5.5 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 59.16 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | CorpsewildPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +31 (+6 eff.) Effects on melee hit: * 21% chance to slow global speed by 58% Changes resistances: +15% physical Changes resistances penetration: +20% arcane / +20% nature Changes damage: +12% cold / +15% physical / +6% all Spellpower: +30 (+15 eff.) Mindpower: +29 (+10 eff.) Rings make your fingers look great! |
| Around neck | Grownail the voratun amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Physical power: +9 (+2 eff.) Armour: +7 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +15% nature / +9% temporal Changes resistances cap: +7% all Changes damage: +9% physical / +3% temporal Critical mult.: +18.00% Physical save: +19 (+4 eff.) Combat speed: +10% Amulets make your neck look great! |
| In main hand | Isyribeth the Burnvenom (40-56 power, 26 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +26 Crit. chance: +27.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Damage (Melee): +8 fire Damage (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +26 Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Changes stats: +3 Str / +3 Con Changes resistances penetration: +15% all Changes damage: +6% fire Critical mult.: +34.00% Stamina each turn: +2.00 One-handed war axes. |
| Around waist | Chargeward the drakeskin leather belt Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+3 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +14% physical Changes damage: +15% cold / +21% physical Critical mult.: +13.00% Spell save: +13 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Airquell (37-48 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 52 damage and reducing their armor Damage (Melee): +9 darkness / +16 blight Damage (radius 1) on hit: +4 lightning Damage against: +13% Living When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +22 Physical crit. chance: +11.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 Changes resistances penetration: +13% all Changes damage: +9% lightning / +6% blight Critical mult.: +33.00% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Dairolathadas' (16 def, 7 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Armour: +7 Defense: +16 (+4 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +28% fire / +15% darkness / +25% light Changes damage: +6% acid Critical mult.: +25.00% Stealth bonus: +13 Physical save: +25 (+5 eff.) Spell save: +25 (+5 eff.) Mental save: +19 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
heroism infusion of the psychic (die at -567; dur 8; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -567 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 567 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -567; dur 8; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -567 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 567 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 453; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 621; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs 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 spell talent. |
biting gale rune of the psychic (damage 141; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 141.06 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 30; cd 12)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: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 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%. 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 spell talent. |
ethereal rune of the titan (power 19; resist 22%; move 36%; dur 5; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 36% faster, and you are invisible (power 19). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 109; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 52; blocks 7; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 82; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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. |
Neralratira the InfernopulverizerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% acid / +21% fire / +18% lightning Changes resistances penetration: +25% temporal Changes damage: +15% acid Critical mult.: +20.20% Stun/Freeze immunity: +38% Damage Shield penetration: +30% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
voratun amulet 'Voruldatira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% temporal / +6% mind / +21% cold Changes damage: +9% acid Poison immunity: +20% Cut immunity: +60% Confusion immunity: +20% Mental crit. chance: +5% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 341 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adyssra the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +16 Damage when hit (Melee): 4 arcane / 2 mind Changes stats: +8 Str Changes damage: +7% all Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +29 (+15 eff.) Spell crit. chance: +1% Mindpower: +25 (+8 eff.) Rings make your fingers look great! |
Aerewen the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +3 Str / +2 Dex / +6 Con Changes resistances penetration: +25% mind Changes damage: +6% mind Mental save: +15 (+4 eff.) Confusion immunity: +49% Rings make your fingers look great! |
BlindburstInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +12 Cun / +3 Dex Changes resistances: +5% arcane Spell save: +9 (+2 eff.) Life regen: +12.00 Maximum life: +88.00 Light radius: +3 Infravision radius: +3 Healing mod.: +37% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 89.16 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 19 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Nightgrinder the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% mind Life regen: +14.00 Equilibrium when hit: +0.24 Psi when hit: +0.12 Maximum life: +69.00 Maximum hate: +10.00 Healing mod.: +15% Rings make your fingers look great! |
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: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 29 power out of 50/50) : Effective talent level: 3.5 Power cost: 29 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Sewergash the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +33 (+6 eff.) Damage when hit (Melee): 4 physical Changes stats: +7 Dex Changes damage: +9% nature / +5% all Spellpower: +9 (+5 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Kindlebreacher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Defense: +15 (+4 eff.) Changes stats: +6 Con Changes damage: +15% light Spell save: +9 (+2 eff.) Only die when reaching: -60.00 life Spellpower: +15 (+8 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 11 physical Changes stats: +2 Cun / +2 Con Physical save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 7.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 18 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 31 Damage (Ranged): 14 physical Changes stats: +4 Cun Changes resistances: +11% nature / +11% blight Poison immunity: +10% Disease immunity: +22% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 7.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +9 (+2 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 5.9 Power cost: 23 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 44% for 5 turns. Rings make your fingers look great! |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level.quick voratun dagger of enduring (39-51 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +5 Dex / +13 Wil / +11 Con Maximum life: +59.00 Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elemental voratun greatsword of rage (61-98 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 41 fire damage (1/turn) When wielded/worn: Accuracy: +27 (+7 eff.) Changes stats: +12 Str Changes resistances penetration: +17% fire Changes damage: +17% physical / +30% fire Massive two-handed swords. |
Butcher (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level.caller's living mindstar of sand (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 12 physical Changes resistances: +11% physical Changes resistances penetration: +7% acid / +28% physical / +6% cold / +6% fire Changes damage: +12% acid / +30% physical / +8% cold / +11% fire Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +18 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.harmonious living mindstar of clarity (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +8% nature Changes damage: +9% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mental save: +6 (+2 eff.) Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Scabidol' (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 24% Damage (Melee): +8 nature / +8 fire Damage (radius 2) on crit: +16 nature When wielded/worn: Changes resistances: +8% blight / +6% nature Changes damage: +10% nature Talent granted: +1 Attune Mindstar Physical save: +7 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Disease immunity: +23% Equilibrium when hit: +2.50 Mindpower: +22 (+7 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone magestaff of breaching (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +24 (+12 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.caustic voratun steamsaw of winter (40-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +105 Damage (radius 2) on crit: +24 acid / +30 nature Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +24 cold When wielded/worn: Armour penetration: +12 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +15% cold Changes resistances penetration: +14% acid / +10% nature Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.inquisitor's stralite steamsaw of torment (31-46 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +62 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xerawe the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+3 eff.) Changes stats: +5 Str / +5 Dex / +7 Wil / +6 Cun Changes resistances penetration: +25% arcane Critical mult.: +25.00% Physical save: +16 (+3 eff.) Spell save: +35 (+7 eff.) Mental save: +17 (+5 eff.) Maximum vim: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+4 eff.) It can be used to activate talent See the Threads (costing 29 power out of 50/50) : Effective talent level: 2.5 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
This item will automatically be transmogrified when you leave the level.stormwoven silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +13% blight / +10% cold / +10% lightning / +13% all Changes damage: +19% lightning / +11% physical / +13% cold Life regen: +2.70 Maximum life: +65.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +13% all Changes damage: +9% nature Poison immunity: +36% Disease immunity: +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 19 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 11 (based on Magic) Activation costs 13 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Stamina each turn: +0.60 Maximum stamina: +16.00 A pair of boots made of leather. |
invigorating pair of hardened leather boots of strife (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +7% physical Stamina each turn: +0.30 Maximum life: +39.00 Mindpower: +5 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.brawler's voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+2 eff.) When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 35 power out of 60/60) : Effective talent level: 2.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+5 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of light (+24%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +24% light Changes damage: +16% light Life regen: +3.50 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
rough leather cap 'Blacksear' (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +2 Str Changes resistances: +6% darkness / +6% cold Changes damage: +12% mind Allows you to breathe in: water Maximum psi: +20.00 Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.fortifying iron mail armour of implacability (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Str / +3 Con Physical save: +6 (+1 eff.) Maximum life: +36.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% cold / +14% light / +16% darkness Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.corrosive stralite shield of cold resistance (+15%) (0 def, 8 armour, 47-56 power, 137.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +14 acid When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 16% chance to reduce armor by 24% Changes stats: +4 Con Changes resistances: +15% acid / +23% cold Talent granted: +1 Block Handheld deflection devices. |
81 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islora the voratun pickaxe (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +8 (+1 eff.) Changes stats: +4 Str / +1 Wil / +1 Con Changes resistances: +3% mind / +6% light Critical mult.: +16.00% Confusion immunity: +21% Stun/Freeze immunity: +20% Maximum life: +78.00 Maximum stamina: +25.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 46 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duroharaldil the ShimmerravagerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +3% lightning Changes damage: +3% blight / +3% arcane Physical save: +6 (+1 eff.) Light radius: +3 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 4.5 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
6 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. |
4 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. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 116 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. |
amazing fiery salve [power 41] amazing fiery salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 41] amazing frost salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 592] amazing healing salve [power 592]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. It can be used to heal 592 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 518] amazing pain suppressor salve [power 518]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -518 life and reduces all damage by 24% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 164] amazing unstoppable force salve [power 164]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 164 and healing factor by half Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 41] amazing water salve [power 41]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 201% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven steel rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
good fireproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +10% light / +10% fire Tinkers can be attached to normal items to improve them with steam power! |
good flash powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
good itching powderPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect saw shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Iron Grip Disarm immunity: +70% Tinkers can be attached to normal items to improve them with steam power! |
steel shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
steel toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Glitterbringer the voratun torque of psionic shield [power 173] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 8 nature Changes resistances: +18% light / +18% nature Changes resistances penetration: +29% light / +25% fire Changes damage: +15% acid / +12% light It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Turarin' [power 165] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Changes resistances: +4% physical Changes damage: +6% mind Maximum hate: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Heal for 48. Torques are made by powerful psionics to store psionic powers. |
Forestkiller the elven-wood totem of thorny skin [power 62] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances penetration: +20% arcane / +15% nature Changes damage: +9% arcane Mana each turn: +0.08 Spellpower: +5 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60% Activation puts all charms on cooldown for 12 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 19% for 2 turns. * Increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 58% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 29 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
This item will automatically be transmogrified when you leave the level.quick dragonbone totem of stinging [power 458] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 485 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Korimnir the Kindlesting [power 476] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +18% nature Changes damage: +15% light Stamina each turn: +3.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 115 lightning damage and will be dazed for 1 turn (575 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Aleda the Dwarf Marauder level 38
20th Stralite 123rd year of Ascendancy at 17:27 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aleda the Dwarf Marauder level 50
15th Dearth 123rd year of Ascendancy at 15:26 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Aleda the Dwarf Marauder level 37
18th Stralite 123rd year of Ascendancy at 20:00 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Aleda the Dwarf Marauder level 50
4th Loss 123rd year of Ascendancy at 00:19 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Aleda the Dwarf Marauder level 49
7th Dearth 123rd year of Ascendancy at 01:55 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Aleda the Dwarf Marauder level 40
31st Stralite 123rd year of Ascendancy at 09:26 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Aleda the Dwarf Marauder level 28
31st Iron 123rd year of Ascendancy at 14:33 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Aleda the Dwarf Marauder level 50
44th Stralite 124th year of Ascendancy at 01:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aleda the Dwarf Marauder level 21
33rd Dearth 122nd year of Ascendancy at 04:14 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Aleda the Dwarf Marauder level 39
28th Stralite 123rd year of Ascendancy at 14:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Aleda the Dwarf Marauder level 33
15th Gold 123rd year of Ascendancy at 07:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Aleda the Dwarf Marauder level 22
36th Dearth 122nd year of Ascendancy at 18:47 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aleda the Dwarf Marauder level 33
8th Gold 123rd year of Ascendancy at 02:23 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Aleda the Dwarf Marauder level 33
19th Gold 123rd year of Ascendancy at 14:39 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Aleda the Dwarf Marauder level 50
15th Shortage 123rd year of Ascendancy at 14:04 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aleda the Dwarf Marauder level 31
38th Steel 123rd year of Ascendancy at 03:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aleda the Dwarf Marauder level 10
16th Profit 122nd year of Ascendancy at 09:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aleda the Dwarf Marauder level 20
16th Dearth 122nd year of Ascendancy at 23:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Aleda the Dwarf Marauder level 30
18th Steel 123rd year of Ascendancy at 03:47 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Aleda the Dwarf Marauder level 40
28th Stralite 123rd year of Ascendancy at 14:59 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Aleda the Dwarf Marauder level 50
12nd Dearth 123rd year of Ascendancy at 15:03 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Aleda the Dwarf Marauder level 50
29th Loss 123rd year of Ascendancy at 18:47 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Aleda the Dwarf Marauder level 23
7th Loss 122nd year of Ascendancy at 09:41 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Aleda the Dwarf Marauder level 50
35th Dearth 123rd year of Ascendancy at 12:08 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Aleda the Dwarf Marauder level 49
7th Dearth 123rd year of Ascendancy at 01:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Aleda the Dwarf Marauder level 28
1st Steel 123rd year of Ascendancy at 06:22 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Aleda the Dwarf Marauder level 40
28th Stralite 123rd year of Ascendancy at 16:54 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aleda the Dwarf Marauder level 6
18th Voratun 122nd year of Ascendancy at 11:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Aleda the Dwarf Marauder level 9
13rd Profit 122nd year of Ascendancy at 13:37 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Aleda the Dwarf Marauder level 50
17th Voratun 124th year of Ascendancy at 13:16 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aleda the Dwarf Marauder level 29
18th Steel 123rd year of Ascendancy at 03:47 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Aleda the Dwarf Marauder level 50
6th Voratun 124th year of Ascendancy at 18:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Aleda the Dwarf Marauder level 19
14th Dearth 122nd year of Ascendancy at 01:27 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Aleda the Dwarf Marauder level 42
11st Profit 123rd year of Ascendancy at 15:35 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Aleda the Dwarf Marauder level 29
17th Steel 123rd year of Ascendancy at 05:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Aleda the Dwarf Marauder level 24
26th Shortage 122nd year of Ascendancy at 01:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aleda the Dwarf Marauder level 19
15th Dearth 122nd year of Ascendancy at 03:24 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Aleda the Dwarf Marauder level 36
17th Stralite 123rd year of Ascendancy at 13:34 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 52 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an entrance to a slimy pit here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an entrance to a slimy pit here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Aleda uses Track.
Resting starts...
Talent Track is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Aleda uses Manage Swift Hands.
Saving game...
Saving done.

























































































































































































