






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Doombringer |
| Level / Exp | 44 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Layileth the ogre guard at level 27 on the 61st Dusk 122nd year of Ascendancy at 11:21 4 / 3Killed by Glorynn the awoken tentacle tree at level 37 on the 43rd Haze 122nd year of Ascendancy at 21:31 Killed by Polusethra the orc warrior at level 44 on the 69th Haze 122nd year of Ascendancy at 23:35 |
Primary Stats
| Strength | 77 (base 40) |
| Dexterity | 57 (base 39) |
| Constitution | 57 (base 20) |
| Magic | 85 (base 56) |
| Willpower | 31 (base 15) |
| Cunning | 31 (base 28) |
Resources
| Life | 1552/1552 |
| Stamina | 262/262 |
| Vim | 167/167 |
| Healing Factor | 1.3151118176839 |
| Regeneration | 0.32877795442099 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +96.911994360587% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 26.878701826468 |
| See Invisible | 26.878701826468 |
Offense: Mainhand
| Damage | 228 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Arcane | +12% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Physical | +46% |
| Arcane | +24% |
| Fire | +59% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 47 (45%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 40 |
| Mental Save | 21 |
Defense: Resistances
| Physical | + 31%( 70%) |
| Lightning | + 24%( 70%) |
| Acid | + 13%( 70%) |
| Darkness | + 29%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 50%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 34 up to 5 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Horrifying Blows |
| talent | Share the Pain |
| talent | Chant of Fortress |
| talent | Daunting Presence |
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 grave | active |
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 again | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 1406. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed minotaur nose. * You've found the needed multi-hued wyrm scale. | active |
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 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Poloriada the stralite torque of psionic shield [power 105] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 37% Changes damage: +3% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 105 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 31% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BelaganaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +9 Mag Changes damage: +12% arcane Critical mult.: +20.00% Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +50.00 Spellpower: +25 (+7 eff.) Rings make your fingers look great! |
| On fingers | Alublek the CurebringerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +5 Str / +5 Dex / +10 Con Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 30 power out of 35/35) : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 170.79 fire damage, and flames will be left dealing a further 39.66 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
| On feet | Sunsin the pair of hardened leather boots (0 def, 15 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +3.0% Armour: +15 Changes stats: +3 Dex / +5 Wil / +5 Con Changes resistances penetration: +22% physical Physical save: +18 (+6 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | dwarven lantern 'Lavalord'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Changes stats: +7 Wil Changes resistances: +6% fire Changes resistances penetration: +15% arcane / +9% all Critical mult.: +18.00% Vim when firing critical spell: +2.00 Maximum life: +80.00 Maximum vim: +10.00 Spell crit. chance: +2% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Neryra the Kilnparry (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +3.0% Armour: +14 Fatigue: +4% Changes stats: +2 Str / +4 Dex Changes resistances penetration: +25% fire / +15% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Around waist | XanubethCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +9% blight / +9% acid / +5% arcane / +21% lightning Trap disarming bonus: +14 Stealth bonus: +10 Silence immunity: +20% Infravision radius: +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Inventory
regeneration infusion of the wizard (heal 565; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 565 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 33%; mental, physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 21; cd 10)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: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
ethereal rune of the titan (power 28; resist 32%; move 53%; 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 32% all resistance, you move 53% faster, and you are invisible (power 28). 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 wizard (absorb 118; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 118 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 488; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 149; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-5 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
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." |
BlazeboneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +21% fire / +18% nature / +21% cold Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Poison immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Amulets make your neck look great! |
Dimsteel the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% * 20% chance to reduce damage dealt by 17% Changes resistances: +9% acid / +9% darkness Changes resistances penetration: +25% mind Changes damage: +6% acid / +7% physical Combat speed: +10% Amulets make your neck look great! |
Ebonytorrent the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +25% light Blindness immunity: +28% Infravision radius: +7 Sight radius: +2 See invisible: +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
ErelekathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Changes stats: +8 Dex Changes resistances: +22% mind Critical mult.: +20.00% Confusion immunity: +38% Stamina each turn: +3.00 Psi when hit: +0.16 Maximum psi: +30.00 Amulets make your neck look great! |
RainlashPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Damage (Melee): 8 light / 5 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 17% * 8% chance to blind Changes stats: +4 Cun / +3 Wil Changes resistances: +3% cold / +15% temporal Changes resistances cap: +4% all Changes damage: +8% light / +8% darkness Physical save: +11 (+4 eff.) Pinning immunity: +21% Knockback immunity: +25% Light radius: +1 Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 15 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Voidrune of the BlightspawnPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Effects when hit in melee: * 44% chance to reduce strength, dexterity, and constitution by 27 * 34% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 darkness Changes stats: +6 Str / +6 Dex / +5 Mag Changes resistances penetration: +25% darkness Changes damage: +13% acid / +7% fire / +5% cold / +7% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Plagueransom the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 2 temporal Changes stats: +7 Dex / +4 Wil Changes resistances: +3% temporal / +24% mind / +3% nature Changes damage: +12% temporal Mental save: +13 (+7 eff.) Confusion immunity: +52% Mindpower: +13 (+6 eff.) Amulets make your neck look great! |
GizorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Wil Changes resistances: +6% lightning Mental save: +6 (+3 eff.) Confusion immunity: +21% Knockback immunity: +10% Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
OlesasinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +9% cold Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
copper ring 'Delarain'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +2 Con Changes resistances: +3% acid / +18% darkness / +6% cold / +5% arcane / +6% light Spell save: +12 (+4 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
RagintirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Dex / +4 Mag / +5 Wil / +9 Cun Blindness immunity: +23% Psi when hit: +0.12 Maximum hate: +2.00 Spellpower: +6 (+2 eff.) Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
rogue's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Damage (Melee): 13 light Damage (Ranged): 16 light Changes stats: +3 Cun / +3 Mag Changes damage: +12% light Rings make your fingers look great! |
Alelin the UmbrastrikePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 fire Changes resistances: +6% fire Changes resistances penetration: +5% darkness Changes damage: +15% acid / +30% darkness Spellpower: +8 (+3 eff.) Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
Layerithra the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 37% Changes stats: +9 Mag Changes resistances: +32% light / +9% acid Changes resistances penetration: +15% mind Changes damage: +6% blight / +16% light / +9% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
NightstreakerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +15% mind / +10% nature Changes damage: +18% darkness Critical mult.: +10.00% Mental save: +9 (+5 eff.) Life regen: +10.00 Maximum life: +66.00 Healing mod.: +13% Rings make your fingers look great! |
Plaguewilter the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 4 nature Changes damage: +12% cold / +18% arcane / +6% all Mana when firing critical spell: +2.00 Spellpower: +8 (+3 eff.) Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Changes stats: +5 Str / +6 Mag / +6 Wil / +7 Con Changes resistances penetration: +15% light Critical mult.: +5.00% Silence immunity: +32% Stamina each turn: +3.00 Mana each turn: +0.25 Spellpower: +9 (+3 eff.) Light radius: +3 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? |
Xanirin the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% acid / +12% nature Blindness immunity: +32% Cut immunity: +20% Knockback immunity: +20% Infravision radius: +4 See stealth: +16 See invisible: +14 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
gold ring 'Siliba'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +4 Wil / +3 Cun Changes resistances: +30% lightning Changes damage: +15% lightning / +30% temporal Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings make your fingers look great! |
DuskrockPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 darkness Changes stats: +9 Cun / +9 Dex Changes resistances: +6% darkness / +13% blight / +9% mind / +13% nature / +36% light Changes damage: +18% light / +3% darkness / +9% mind Poison immunity: +26% Disease immunity: +23% Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Duathellace the elven-wood starstaff (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 22% chance to slow global speed by 46% Damage when hit (Melee): 2 temporal Changes resistances: +24% temporal / +30% darkness / +3% cold Changes resistances penetration: +5% darkness Changes damage: +25% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Defense after a teleport: +41 Resist all after a teleport: +29% New effects duration reduction after a teleport: +42% Staves designed for wielders of magic, by the greats of the art. |
Falyneg the Blizzardsweeper (157% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 physical When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +19 (+6 eff.) Changes stats: +3 Dex Changes resistances: +9% blight Changes resistances penetration: +25% physical / +25% cold Changes damage: +24% physical Disarm immunity: +53% Massive two-handed battleaxes. |
Healriver (168% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 27 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 95 damage Damage (Melee): +20 blight When wielded/worn: Changes stats: +1 Dex Changes resistances penetration: +20% nature Disease immunity: +28% Only die when reaching: -60.00 life Massive two-handed battleaxes. |
Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 77 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Chorablek the dwarven-steel greatsword (141% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 27 * Create an explosion dealing 95 fire damage (1/turn) Damage (Melee): +20 blight When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances: +6% light / +9% darkness Changes resistances penetration: +16% fire Changes damage: +24% fire Critical mult.: +23.00% Disease immunity: +21% Confusion immunity: +20% Spellpower: +5 (+2 eff.) Massive two-handed swords. |
Rimetitan the dwarven-steel greatsword (140% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 light / +16 cold Damage (radius 2) on crit: +20 lightning / +20 cold When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +27% cold Massive two-handed swords. |
Latafayn (180% power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
stralite greatsword 'Chalolach' (157% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +19 (+4 eff.) Changes stats: +1 Wil / +7 Con Changes resistances: +5% arcane / +9% acid Changes resistances penetration: +19% physical Physical save: +12 (+4 eff.) Disarm immunity: +31% Maximum life: +100.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +5% Healing mod.: +15% Massive two-handed swords. |
stralite greatsword 'Splendourfoe' (161% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 mind / +12 fire Damage (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +30 (+7 eff.) Damage when hit (Melee): 10 light Changes stats: +5 Str Changes resistances: +12% darkness Changes damage: +19% physical Light radius: +2 Massive two-handed swords. |
Isilratha the Sunblast (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 50% Mag, 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 crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +20.0% Physical power: +21 (+4 eff.) Defense: +17 (+6 eff.) Changes stats: +2 Wil Critical mult.: +10.00% Spell save: +6 (+2 eff.) Disarm immunity: +57% Maximum vim: +20.00 Light radius: +2 Massive two-handed swords. |
Murkhack (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 27 On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +21 lightning / +29 cold When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Changes resistances: +6% blight / +9% fire Changes resistances penetration: +14% lightning / +17% cold Changes damage: +9% darkness Movement speed: +36% Sharp, short and deadly. |
woollen robe 'Flashbiter' (20 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Armour: +9 Defense: +20 (+7 eff.) Changes stats: +6 Mag Changes resistances: +9% darkness / +7% light / +9% all Changes resistances penetration: +5% arcane Changes damage: +14% light Only die when reaching: -80.00 life Maximum life: +46.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorolekor the cashmere robe (30 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +10 Defense: +30 (+10 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Changes stats: +2 Dex Changes resistances: +21% physical / +11% all Changes resistances penetration: +20% physical Changes damage: +36% physical Stamina each turn: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Gloribeth' (15 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +3.0% Armour: +4 Defense: +15 (+5 eff.) Changes resistances: +25% physical / +11% all Changes damage: +22% physical Critical mult.: +20.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neronne the Vipervile (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +11 Str / +6 Dex / +8 Mag / +8 Wil Changes resistances: +13% lightning / +10% cold / +13% all Changes resistances penetration: +15% mind Changes damage: +24% lightning / +21% physical / +24% nature / +22% cold Equilibrium when hit: +0.12 Mindpower: +20 (+10 eff.) Light radius: +3 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamiyavon the BrightravenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% light / +3% fire Changes damage: +9% fire Life regen: +4.00 Maximum life: +35.00 Healing mod.: +5% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Samathad the PrismticklerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex / +5 Con Changes resistances: +3% light Spell save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +32.00 A belt that goes around your waist. |
Aruba the ShockhashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+2 eff.) Defense: +20 (+7 eff.) Changes stats: +2 Con Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Life regen: +2.30 Healing mod.: +15% A belt that goes around your waist. |
Belarofang the KindlewoeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce armor by 37% Changes stats: +5 Str / +5 Con Changes resistances: +21% acid Changes resistances penetration: +25% light Changes damage: +6% acid Physical save: +9 (+3 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
DimdreamPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes resistances: +7% fire / +24% cold / +8% darkness / +9% light Changes damage: +6% darkness / +3% cold Maximum encumbrance: +29 A belt that goes around your waist. |
Hazelord the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +16 Defense: +10 (+3 eff.) Changes resistances: +6% light Changes resistances penetration: +15% acid Changes damage: +21% cold Physical save: +15 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +20% A belt that goes around your waist. |
Salotta the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Mag Changes resistances: +12% mind / +9% fire Mental save: +15 (+8 eff.) Poison immunity: +20% Confusion immunity: +20% Mana each turn: +0.40 Maximum life: +60.00 Maximum mana: +37.00 A belt that goes around your waist. |
Starquell the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +8 Dex Changes damage: +9% temporal Critical mult.: +10.00% Maximum stamina: +30.00 Light radius: +3 A belt that goes around your waist. |
Venomvenom the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +15% mind / +18% nature Changes resistances penetration: +25% fire Changes damage: +15% fire / +6% nature / +15% mind Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Zanarechik'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% fire / +11% cold Changes damage: +9% arcane Mental save: +18 (+9 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +50.00 Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
reinforced hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+3 eff.) Changes stats: +5 Mag / +5 Wil Physical save: +14 (+5 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Beygathad the cashmere cloak (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Con Critical mult.: +30.00% Physical save: +17 (+6 eff.) Maximum stamina: +10.00 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getolar the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Con Changes resistances: +5% arcane / +12% temporal Talent mastery: +0.30 Technique / Combat training Spell save: +5 (+1 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +0.70 Maximum life: +46.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchfame (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +9 Mag Maximum life: +39.00 Light radius: +2 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderpeal (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +5 Dex / +9 Mag / +8 Wil / +4 Cun See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanora the Wintertyphoon (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce armor by 37% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% acid Changes damage: +30% acid / +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Jetmire' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Dex Changes resistances: +15% light / +15% darkness Changes damage: +6% darkness Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Mayutira' (43 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +43 (+14 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +9% mind Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Spell save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rainbearer' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +18% temporal / +48% darkness / +12% cold Changes resistances penetration: +26% darkness / +5% mind / +5% nature Changes damage: +24% darkness / +3% mind Stealth bonus: +28 Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malugund (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +2 Str / +10 Wil / +5 Cun / +3 Con Changes resistances: +12% fire Mental save: +11 (+6 eff.) Mental crit. chance: +7% Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Layama (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +15 (+5 eff.) Changes stats: +3 Wil Reduces incoming crit damage: 10.00% Only die when reaching: -60.00 life Infravision radius: +1 A pair of boots made of leather. |
Amukath the Strikewill (10 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +9 Defense: +10 (+3 eff.) Changes resistances: +27% cold / +9% light / +21% fire Changes resistances penetration: +10% lightning / +11% physical Maximum life: +80.00 A pair of boots made of leather. |
Camederin the Lustrekin (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes resistances: +6% light / +18% darkness Changes resistances penetration: +25% light Changes damage: +15% light / +24% darkness Infravision radius: +3 A pair of boots made of leather. |
Silytta the Singeviper (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances penetration: +25% acid / +25% fire / +15% light Changes damage: +18% fire Spellpower: +8 (+3 eff.) Light radius: +3 A pair of boots made of leather. |
Treeobeisance the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 2 nature / 6 light Changes resistances: +3% light / +6% nature Changes damage: +6% light / +6% cold Infravision radius: +2 A pair of boots made of leather. |
pair of hardened leather boots 'Rotoracle' (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +3 Defense: +30 (+10 eff.) Changes stats: +15 Str Changes resistances: +11% fire / +10% cold Changes damage: +9% nature A pair of boots made of leather. |
Betytta (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: -6% Changes stats: +5 Cun / +4 Wil Changes resistances: +21% lightning / +5% arcane / +6% nature Physical save: +8 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+6 eff.) Stamina each turn: +0.60 Maximum life: +30.00 Maximum psi: +20.00 Infravision radius: +3 Movement speed: +10% A pair of boots made of leather. |
Curevein the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 10 nature Changes resistances penetration: +25% darkness Changes damage: +24% nature Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
Ce'Novena the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% blight / +11% fire / +6% nature / +11% cold Changes damage: +18% blight Pinning immunity: +20% Knockback immunity: +20% Life regen: +4.00 Maximum life: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulukhad the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +6 Cun Changes resistances: +8% acid / +9% temporal / +11% cold / +11% fire / +10% lightning Physical save: +9 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Teleport immunity: +20% Maximum life: +60.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestoracle the pair of dwarven-steel boots (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Damage when hit (Melee): 10 lightning Changes stats: +4 Wil Changes resistances: +10% acid / +6% blight / +11% fire / +8% cold / +10% lightning Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Gunekan' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +8 Cun / +4 Str Mana when firing critical spell: +2.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Hettilathagas' (0 def, 16 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +16 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +4% physical Mental save: +9 (+5 eff.) Maximum life: +60.00 Spellpower: +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 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. |
Bleaksmash of the Blightspawn (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: -2% Effects on melee hit: * 10% chance to slow global speed by 46% Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 27 * 39% chance to reduce damage dealt by 17% Changes stats: +7 Str / +7 Con Changes resistances: +5% arcane Changes damage: +9% acid / +8% physical / +12% nature Maximum encumbrance: +34 Physical save: +11 (+4 eff.) Infravision radius: +2 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Brighttreason' (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 27 * 22% chance to reduce damage dealt by 17% Damage (Melee): 12 physical Changes stats: +12 Con Changes resistances: +3% light Changes resistances penetration: +5% arcane Changes damage: +9% blight / +10% physical Physical save: +60 (+18 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+10 eff.) Disarm immunity: +95% Light radius: +1 When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex 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: Juggernaut (20% chance level 2). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +48 physical Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Huvon the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 19% chance to reduce all saves and defense by 20 Damage (Melee): 27 mind / 23 darkness Changes stats: +2 Mag / +5 Wil Changes resistances penetration: +20% blight Changes damage: +6% acid Critical mult.: +15.00% Mental save: -10 (-8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+5 eff.) Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Xanolekira the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical crit. chance: +1.0% Physical power: +20 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +5 Cun / +7 Dex Changes damage: +6% physical Physical save: +18 (+6 eff.) Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Beorion' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +4 Wil Changes resistances: +9% darkness / +5% arcane Changes resistances penetration: +20% mind / +15% arcane Changes damage: +9% mind / +7% darkness / +15% arcane Psi when hit: +0.08 Mindpower: +25 (+11 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 10% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Duathelarc' (31 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +31 (+10 eff.) Changes resistances: +16% nature / +6% darkness Changes damage: +11% nature Critical mult.: +10.00% Only die when reaching: -20.00 life A pointy cloth hat, very wizardly... |
Eremikan the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes damage: +14% acid / +14% lightning / +9% fire / +16% arcane / +18% cold Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mana each turn: +0.28 Psi when hit: +0.16 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Mindpower: +10 (+5 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Lisurawen the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Changes resistances: +37% darkness / +19% fire Changes resistances penetration: +25% acid / +5% blight Changes damage: +12% acid / +13% fire / +25% darkness A pointy cloth hat, very wizardly... |
Boltbreaker (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +24% lightning / +6% darkness / +5% arcane / +5% all Changes damage: +3% lightning Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +20% Cut immunity: +20% Only die when reaching: -60.00 life A cap made of leather. |
Dagystir (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +2 Str / +2 Dex / +3 Mag / +6 Wil Reduces incoming crit damage: 15.00% Infravision radius: +3 A cap made of leather. |
Deepscutter of the Blightspawn (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Effects when hit in melee: * 30% chance to reduce strength, dexterity, and constitution by 27 * 33% chance to reduce damage dealt by 17% Damage when hit (Melee): 10 acid Changes stats: +5 Wil Changes resistances: +22% lightning / +3% temporal / +18% acid Changes resistances penetration: +15% acid Changes damage: +15% lightning / +12% acid Physical save: +8 (+3 eff.) A pointy cloth hat, very wizardly... |
Taintslicer (22 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +22 (+7 eff.) Changes stats: +3 Str / +5 Wil / +5 Cun Changes resistances: +3% mind Changes damage: +6% nature / +6% physical Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Sewerveil' (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +19 Fatigue: +3% Damage when hit (Melee): 10 physical Changes stats: +6 Dex Changes resistances: +12% nature Physical save: +9 (+3 eff.) A cap made of leather. |
hardened leather cap 'Toragund' (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes resistances: +11% lightning / +17% temporal / +15% mind / +6% blight Mental save: +6 (+3 eff.) Cut immunity: +20% Only die when reaching: -40.00 life A cap made of leather. |
Voidvagrant of the Blightspawn (6 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +14 Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 46% chance to reduce strength, dexterity, and constitution by 27 * 33% chance to reduce damage dealt by 17% Changes stats: +5 Str / +4 Dex / +3 Cun Changes resistances: +9% light / +6% nature / +3% all Physical save: +17 (+6 eff.) Cut immunity: +20% Healing mod.: +15% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 273.7 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Floeclash the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +11% fire / +14% cold Changes damage: +15% blight Critical mult.: +10.00% Spell save: +15 (+5 eff.) Maximum vim: +20.00 Spellpower: +30 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lavasever (7 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 10 lightning / 10 fire Changes resistances: +5% all Changes resistances penetration: +25% fire / +15% cold Changes damage: +9% lightning / +30% fire / +9% cold Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Manadur the dwarven-steel helm (25 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +25 (+8 eff.) Fatigue: +4% Damage when hit (Melee): 10 blight Changes stats: +4 Mag Blindness immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Woebane the dwarven-steel helm (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +25 (+5 eff.) Armour: +8 Fatigue: +4% Changes stats: +4 Dex / +8 Lck / +2 Con Changes resistances penetration: +10% darkness Maximum stamina: +20.00 Spell crit. chance: +4% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duskrebel of the Blightspawn (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 41% chance to reduce strength, dexterity, and constitution by 27 * 32% chance to reduce damage dealt by 17% Changes resistances: +9% acid / +10% temporal / +23% fire / +19% cold / +20% lightning Changes resistances penetration: +10% mind Maximum psi: +30.00 Mindpower: +30 (+13 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
25 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
20 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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 26 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. |
519 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. |
Ce'Nomildama the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +15% arcane Spell save: +6 (+2 eff.) Mana each turn: +0.16 Maximum vim: +30.00 Spellpower: +30 (+9 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(85 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
ThundermarkPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +5 Mag Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +20% lightning Changes damage: +3% lightning Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +16 (+8 eff.) Blindness immunity: +38% Confusion immunity: +21% Spellpower: +10 (+4 eff.) Light radius: +10 See stealth: +13 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
XaneyawePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +6% cold / +2% physical Blindness immunity: +25% Cut immunity: +20% Confusion immunity: +28% Pinning immunity: +10% Light radius: +13 See stealth: +14 See invisible: +14 Healing mod.: +5% Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +17% It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eleth (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +12 Damage when hit (Melee): 6 physical Changes stats: +2 Str / +5 Dex / +2 Con Changes damage: +7% mind / +6% fire Mental save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 17 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 9 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. |
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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 135% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 564.00 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Glimmersmasher [power 190] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Con / +9 Mag Changes damage: +15% arcane Light radius: +3 Infravision radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 190 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Vorudawyn the Galequeller [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% light / +3% nature / +3% darkness Changes damage: +9% lightning Spell save: +12 (+4 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Blackvein [power 434] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 arcane Changes resistances: +9% lightning / +6% temporal / +15% cold Pinning immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
Prismnight the yew wand of lightning storm [power 320] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% light / +15% fire Changes resistances penetration: +15% mind Changes damage: +12% fire Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zubyda [power 245] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +6 Dex Changes resistances penetration: +10% mind Maximum stamina: +30.00 It can be used to fire a magical bolt dealing 294 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Pedro the Irritable the Ghoul Doombringer level 34
26th Haze 122nd year of Ascendancy at 17:56 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Pedro the Irritable the Ghoul Doombringer level 34
23rd Haze 122nd year of Ascendancy at 13:06 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Pedro the Irritable the Ghoul Doombringer level 36
36th Haze 122nd year of Ascendancy at 08:04 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Pedro the Irritable the Ghoul Doombringer level 42
59th Haze 122nd year of Ascendancy at 11:01 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Pedro the Irritable the Ghoul Doombringer level 41
53rd Haze 122nd year of Ascendancy at 08:29 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Pedro the Irritable the Ghoul Doombringer level 39
48th Haze 122nd year of Ascendancy at 02:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Pedro the Irritable the Ghoul Doombringer level 31
18th Haze 122nd year of Ascendancy at 07:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Pedro the Irritable the Ghoul Doombringer level 22
43rd Dusk 122nd year of Ascendancy at 02:27 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Pedro the Irritable the Ghoul Doombringer level 36
42nd Haze 122nd year of Ascendancy at 11:38 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 Pedro the Irritable the Ghoul Doombringer level 25
50th Dusk 122nd year of Ascendancy at 15:57 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Pedro the Irritable the Ghoul Doombringer level 43
59th Haze 122nd year of Ascendancy at 19:54 see stats
I'm a cool hero (Insane (Adventure) difficulty)
Saved Derth without a single inhabitant dying.By Pedro the Irritable the Ghoul Doombringer level 15
13rd Dusk 122nd year of Ascendancy at 22:57 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Pedro the Irritable the Ghoul Doombringer level 35
32nd Haze 122nd year of Ascendancy at 19:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Pedro the Irritable the Ghoul Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 12:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Pedro the Irritable the Ghoul Doombringer level 20
27th Dusk 122nd year of Ascendancy at 10:26 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Pedro the Irritable the Ghoul Doombringer level 30
14th Haze 122nd year of Ascendancy at 23:27 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Pedro the Irritable the Ghoul Doombringer level 40
48th Haze 122nd year of Ascendancy at 04:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Pedro the Irritable the Ghoul Doombringer level 21
31st Dusk 122nd year of Ascendancy at 04:50 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Pedro the Irritable the Ghoul Doombringer level 38
46th Haze 122nd year of Ascendancy at 07:58 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Pedro the Irritable the Ghoul Doombringer level 42
58th Haze 122nd year of Ascendancy at 23:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Pedro the Irritable the Ghoul Doombringer level 28
67th Dusk 122nd year of Ascendancy at 16:12 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Pedro the Irritable the Ghoul Doombringer level 40
49th Haze 122nd year of Ascendancy at 19:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Pedro the Irritable the Ghoul Doombringer level 12
1st Dusk 122nd year of Ascendancy at 14:43 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Pedro the Irritable the Ghoul Doombringer level 8
8th Mirth 122nd year of Ascendancy at 10:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Pedro the Irritable the Ghoul Doombringer level 18
22nd Dusk 122nd year of Ascendancy at 11:35 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Pedro the Irritable the Ghoul Doombringer level 44
3rd Decay 122nd year of Ascendancy at 00:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Pedro the Irritable the Ghoul Doombringer level 22
44th Dusk 122nd year of Ascendancy at 01:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Pedro the Irritable the Ghoul Doombringer level 14
5th Dusk 122nd year of Ascendancy at 02:49 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Pedro the Irritable the Ghoul Doombringer level 33
22nd Haze 122nd year of Ascendancy at 17:53 see stats
Log
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Today is the 3rd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 4th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
There is a Way to a strange portal here (press '' or right click to use).
Ran for 17 turns (stop reason: interesting terrain).
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There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Lore found: the egress (1)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
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Saving done.
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The ground shakes as you finish the glyph sequence !
A Font of Sacrifice appears nearby!
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There is nothing to pick up here.
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The ground shakes as you finish the glyph sequence !
A portal appears inside the Occult Egress, this is likely where the adventurer went!

































































































































































