











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 | Ogre |
| Class | Mindslayer |
| Level / Exp | 50 / 2313% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 17 on the 37th Dusk 122nd year of Ascendancy at 16:18 2 / 5Killed by Bandit Leader Neryma at level 25 on the 33rd Haze 122nd year of Ascendancy at 13:12 Killed by Gloradatta the corrupted protoplasmic controller at level 36 on the 66th Regrowth 123rd year of Ascendancy at 18:58 Killed by Polylrabeth the ghoul at level 44 on the 69th Pyre 123rd year of Ascendancy at 08:12 Killed by Gyta the giant green ant at level 44 on the 69th Pyre 123rd year of Ascendancy at 09:52 |
Primary Stats
| Strength | 258 (base 52) |
| Dexterity | 167 (base 30) |
| Constitution | 148 (base 22) |
| Magic | 86 (base 9) |
| Willpower | 257 (base 63) |
| Cunning | 195 (base 65) |
Resources
| Life | 2304/2304 |
| Psi | 70/283 |
| Healing Factor | 2.3351288570706 |
| Regeneration | 103.32945192538 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +33.4086454743% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 57.760546832942 |
| See Invisible | 57.760546832942 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 485 |
| Accuracy | 108 |
| Crit Chance | 84% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 148 |
| Accuracy | 108 |
| Crit Chance | 88% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 119 |
| Crit Chance | 86% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +33% |
| Blight | +16% |
| Physical | +123% |
| Mind | +10% |
| All | +7% |
| Lightning | +64% |
| Temporal | +19% |
| Fire | +31% |
| Cold | +67% |
Offense: Damage Penetration
| Lightning | +25% |
| Temporal | +25% |
| Physical | +20% |
| Acid | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 120 (95.698366348915%) |
| Defense | 89 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 75 |
| Spell Save | 71 |
| Mental Save | 88 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 51%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 31%( 70%) |
| Physical | + 70%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 70% |
| Confusion Resistance | 18% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 21% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 711 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1346% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 86% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 43% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1512.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Psionic / Kinetic mastery | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Charged mastery | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Psionic / Augmented mobility | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Chant of Fortress |
| talent | Charged Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Charged Aura |
| talent | Kinetic Aura |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3205. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Delindur the Tempestsear (198% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 199% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 42% chance to reduce all saves and defense by 55 Damage (Melee): +16 fire / +30 mind Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +14 Str / +16 Dex / +14 Mag / +44 Wil / +23 Cun / +35 Con Changes resistances penetration: +25% lightning Maximum life: +122.00 Talent on hit(spell): Netherblast (20% chance level 4). Massive two-handed mauls. |
| On hands | Abyssdredge (0 def, 39 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +39 Armour Hardiness: +9% Fatigue: +5% Damage (Melee): 12 lightning / 13 physical Effects when hit in melee: * 50% chance to reduce strength, dexterity, and constitution by 25 * 32% chance to reduce damage dealt by 44% Changes stats: +13 Con Changes resistances: +9% lightning / +10% physical / +3% fire Changes damage: +11% lightning / +11% physical Critical mult.: +10.00% Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life When used to modify unarmed attacks: Power: 173% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +13 lightning / +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern 'Betodanne'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +12 Changes stats: +2 Str Changes resistances: +6% light / +6% fire Changes damage: +15% physical 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. |
| On head | Yveranne (3 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Changes stats: +26 Cun / +18 Wil Mental save: +73 (+14 eff.) Poison immunity: +21% Life regen: +4.00 Maximum life: +80.00 Mental crit. chance: +16% Healing mod.: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 448 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On feet | Heatraven the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire / 6 temporal Changes stats: +9 Str / +6 Wil / +11 Con Changes resistances: +3% fire Changes resistances penetration: +15% temporal / +20% physical Changes damage: +10% physical Mindpower: +9 (+1 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Size category: +1 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 62 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | voratun pickaxe 'Nimbusriver' (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +5 Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Defense: +32 (+6 eff.) Changes stats: +14 Str / +10 Wil Changes resistances: +9% lightning / +2% physical Maximum stamina: +31.61 Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | AdylrabaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 10% chance to reduce all saves and defense by 55 Damage (Melee): 35 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 55 Damage (Ranged): 30 physical Changes stats: +10 Str / +7 Wil / +22 Cun Psi when hit: +0.12 Hate when firing a critical mind attack: +7.00 Maximum hate: +14.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +16 Defense: +15 (+3 eff.) Changes resistances: +12% acid / +3% cold Changes damage: +3% mind / +6% cold Critical mult.: +10.00% Life regen: +40.00 Maximum life: +180.00 Maximum hate: +2.00 Mental crit. chance: +1% Healing mod.: +38% Can be unequipped or rerolled. 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 puts all charms on cooldown for 1 turns. "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? |
| Around neck | BlastbraceInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +10 Wil Changes resistances: +6% lightning Changes resistances penetration: +10% acid Changes damage: +21% lightning / +3% acid Mental save: +9 (+2 eff.) Cut immunity: +70% Confusion immunity: +18% Mindpower: +8 (+1 eff.) Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 559 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Hailquench (202% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 203% Range: 1.6x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 55 Damage (Melee): +4 temporal / +35 mind Damage (radius 1) on hit: +4 cold When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +16 Str / +19 Dex / +16 Mag / +38 Wil / +25 Cun / +33 Con Changes damage: +15% cold / +6% temporal Maximum life: +138.00 Massive two-handed swords. |
| Around waist | hardened leather belt 'Demonstrike'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +18 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +3% darkness Critical mult.: +10.00% Stealth bonus: +10 Physical save: +11 (+2 eff.) Spell save: +11 (+3 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Infravision radius: +1 Damage Shield penetration: +30% Size category: +2 A belt that goes around your waist. |
| In off hand | Brandspiker (185% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 186% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +13 Str / +12 Dex / +24 Mag / +33 Wil / +13 Cun / +20 Con Changes resistances: +18% fire Changes resistances penetration: +10% temporal Maximum life: +63.00 Spellpower: +9 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Nightgrind' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+5 eff.) Defense: +3 (+0 eff.) Fatigue: -9% Effects on melee hit: * 22% chance to reduce armor by 35% Damage when hit (Melee): 8 blight Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +3% darkness Changes damage: +3% acid / +6% temporal / +9% blight Talent mastery: +0.40 Technique / Combat training Spell save: +13 (+3 eff.) Stamina each turn: +0.90 Maximum life: +166.00 Maximum stamina: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Samostir' (0 def, 4 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Effects when hit in melee: * 41% chance to reduce strength, dexterity, and constitution by 25 * 50% chance to reduce damage dealt by 44% Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +25% acid / +48% physical / +12% lightning / +18% fire / +31% cold / +6% nature / +15% all Changes damage: +25% lightning / +80% physical / +24% fire / +39% cold / +20% acid Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.16 Only die when reaching: -60.00 life Maximum mana: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion of the duelist (heal 510; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 510 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 519; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 519 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 746; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 746 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 766; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 766 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the titan (heal 448; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 448 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 1685%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 1160%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1160% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 1146; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1146 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1201; 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 1201 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1386; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1386 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1213; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1213 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1196; 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 1196 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 70%; magical, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 70% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 74%; magical, mental; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 74% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 87%; mental, physical; dur 2; cd 16)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: 16 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 87% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 1343; dur 4; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1342.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 284; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 284 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 8; blocks 10; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 10 times. 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. |
stormshield rune of the duelist (threshold 48; blocks 10; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 10 times. 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. |
stormshield rune of the psychic (threshold 19; blocks 13; dur 4; cd 16)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: 16 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 19 up to 13 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 50; blocks 9; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 9 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 30; blocks 13; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 13 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 381; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 381 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
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 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 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. |
steel amulet 'Nerunn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +30 (+5 eff.) Changes stats: +6 Dex / +2 Con Psi when hit: +0.16 Maximum hate: +4.00 Mental crit. chance: +4% Amulets make your neck look great! |
CloudireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +25 (+4 eff.) Changes stats: +7 Str / +5 Dex / +4 Wil / +5 Con Changes damage: +15% lightning Maximum stamina: +20.00 Amulets make your neck look great! |
gold amulet 'Porira'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Wil / +3 Con Changes resistances: +10% light / +17% darkness Changes damage: +6% blight Physical save: +8 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +21% Confusion immunity: +13% Life regen: +4.00 Mana when firing critical spell: +1.00 Maximum life: +30.00 Mindpower: +9 (+1 eff.) Amulets make your neck look great! |
gold amulet 'Toxinbone'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Dex / +3 Con Changes resistances: +6% nature Changes damage: +6% physical Talent mastery: +0.28 Technique / Combat training Critical mult.: +20.00% Only die when reaching: -60.00 life Amulets make your neck look great! |
Kodogund the CorpsewrestInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +13 Wil Changes resistances: +6% mind / +6% nature Changes resistances cap: +3% all Changes damage: +3% nature Physical save: +15 (+3 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +15% Mindpower: +12 (+2 eff.) Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 43 power out of 80/80) : Effective talent level: 1.0 Power cost: 43 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
stralite amulet 'Sunrend'Powered 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 all saves and defense by 55 Changes stats: +5 Wil / +8 Mag Changes resistances: +12% light Changes damage: +12% light / +6% temporal / +5% darkness / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
DimstoneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +7 Cun Changes resistances: +16% light / +34% darkness Changes damage: +21% acid Blindness immunity: +41% Life regen: +3.00 Amulets make your neck look great! |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 836.15 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Malendur the TundramarkCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +20 (+4 eff.) Fatigue: -10% Changes stats: +7 Dex Changes resistances penetration: +15% cold / +15% physical Life regen: +4.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
Mayuba the EclipsewishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Mag Changes resistances: +21% lightning / +12% fire / +19% temporal Changes resistances penetration: +31% darkness Changes damage: +8% temporal / +8% light / +8% physical / +9% arcane / +8% darkness Reduces incoming crit damage: 18.73% Spell save: +12 (+3 eff.) Blindness immunity: +25% Poison immunity: +25% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
voratun amulet 'Starjustice'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +10 Str / +7 Wil Changes resistances: +25% light Critical mult.: +20.00% Maximum hate: +8.00 Mindpower: +37 (+5 eff.) Light radius: +4 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Duvydor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) Damage when hit (Melee): 10 mind Changes resistances: +6% acid Critical mult.: +10.00% Mindpower: +30 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
AirbrandInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +10 Damage when hit (Melee): 4 lightning / 4 arcane Changes resistances: +28% acid Changes damage: +14% acid Mana each turn: +0.08 Spell crit. chance: +4% Rings make your fingers look great! |
Chyndil the SmolderserpentPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +2 Changes stats: +6 Mag / +6 Wil / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +10% fire Physical save: +18 (+4 eff.) Only die when reaching: -40.00 life Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Issunik the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Wil Changes damage: +6% arcane Blindness immunity: +38% Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +2.00 Mindpower: +30 (+4 eff.) Infravision radius: +5 See stealth: +14 See invisible: +17 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Vorussra the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Defense: +20 (+4 eff.) Changes stats: +5 Con Changes resistances penetration: +25% physical Spell save: +12 (+3 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
gold ring 'Floelore'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning / 8 cold Changes resistances: +32% lightning / +12% cold Changes resistances penetration: +25% mind / +10% cold Changes damage: +22% lightning Rings make your fingers look great! |
sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Cun / +5 Dex Life regen: +10.00 Maximum life: +40.00 Healing mod.: +13% Rings make your fingers look great! |
Dagarastir the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Damage when hit (Melee): 6 mind Changes stats: +7 Cun Changes resistances penetration: +25% mind Changes damage: +18% mind Critical mult.: +20.00% Disarm immunity: +44% Pinning immunity: +43% Knockback immunity: +44% Maximum life: +42.00 Rings make your fingers look great! |
Elinn the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Defense: +30 (+6 eff.) Changes stats: +9 Con Changes resistances: +9% darkness Changes damage: +18% mind Physical save: +18 (+4 eff.) Confusion immunity: +20% Maximum life: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +6% Rings make your fingers look great! |
Frostguile the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 10 cold Changes resistances: +5% arcane / +15% cold Changes resistances penetration: +20% cold Changes damage: +30% acid Spellpower: +12 (+3 eff.) Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
RootquellerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +18% cold / +6% arcane / +24% nature Physical save: +16 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +22 (+4 eff.) Blindness immunity: +25% Teleport immunity: +25% Healing mod.: +25% Rings make your fingers look great! |
stralite ring 'Heatviper'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +18% cold / +31% fire / +5% arcane / +32% light Changes damage: +16% light / +15% fire Reduces incoming crit damage: 15.66% Physical save: +18 (+4 eff.) Knockback immunity: +21% Rings make your fingers look great! |
stralite ring 'Pitchkill'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +15% temporal Changes resistances penetration: +10% darkness / +15% temporal Changes damage: +15% lightning / +21% darkness Spellpower: +13 (+4 eff.) Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
Aerena the CharschismInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 55 Damage (Melee): 35 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 55 Damage (Ranged): 35 physical Damage when hit (Melee): 10 fire Changes stats: +9 Str / +7 Mag / +5 Wil / +10 Cun Changes damage: +15% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 Maximum psi: +61.64 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Eminor the LightningfiendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +55 (+11 eff.) Damage when hit (Melee): 12 lightning Changes stats: +10 Cun Changes resistances: +21% light / +21% cold Disarm immunity: +25% Confusion immunity: +25% Life regen: +4.96 Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 94.25 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
FlashwaspCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Damage when hit (Melee): 10 lightning Changes stats: +5 Wil Changes resistances: +16% temporal Changes damage: +24% lightning / +8% all Maximum vim: +50.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +7% Mindpower: +20 (+3 eff.) Rings make your fingers look great! |
GlimmerravagerPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +11 Wil Changes resistances: +9% mind Changes damage: +18% light Blindness immunity: +50% Life regen: +20.00 Equilibrium when hit: +0.12 Maximum life: +91.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +4% Light radius: +2 Infravision radius: +6 See stealth: +25 See invisible: +25 Healing mod.: +20% Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gytha the BlazewingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical power: +20 (+4 eff.) Changes stats: +4 Dex / +3 Wil Changes resistances: +40% lightning / +6% physical Changes damage: +29% lightning Critical mult.: +15.00% Stamina each turn: +3.00 Mindpower: +25 (+4 eff.) Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SparkwireCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Defense: +16 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +7 Str / +7 Wil / +15 Cun Changes resistances: +21% acid / +5% arcane / +9% lightning Changes resistances penetration: +5% acid Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
Zuboth the BlackwreckInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Mag Changes resistances: +36% acid / +12% darkness Changes damage: +18% acid Critical mult.: +10.00% Disarm immunity: +21% Spell crit. chance: +3% Rings make your fingers look great! |
voratun ring 'Earugohek'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +14 Physical crit. chance: +2.0% Defense: +25 (+5 eff.) Changes stats: +7 Str / +4 Dex / +10 Mag / +2 Con Changes resistances: +12% nature / +13% blight Critical mult.: +5.00% Spell save: +20 (+5 eff.) Poison immunity: +29% Disease immunity: +30% Stamina each turn: +1.00 Only die when reaching: -40.00 life It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Awakened Staff of Absorption (203% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 203% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Bethiwe the dragonbone vilestaff (176% power, 6 apr, blight element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 176% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Dex Changes resistances: +12% cold / +21% fire Changes damage: +30% blight Talent granted: +1 Command Staff Spell save: +15 (+4 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Mindpower: +31 (+4 eff.) Mental crit. chance: +6% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art. |
stralite battleaxe 'Lelotir' (192% power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 192% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to reduce all saves and defense by 55 Damage (Melee): +30 mind Damage (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +60 (+10 eff.) Armour penetration: +38 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +9 Cun / +9 Wil Changes resistances: +15% acid / +5% arcane / +3% blight Changes resistances penetration: +32% physical Changes damage: +6% blight Massive two-handed battleaxes. |
Flowerwedge the voratun battleaxe (199% 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: 200% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +26 blight / +8 nature Damage (radius 1) on hit: +8 nature / +23 fire When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +15% temporal Changes resistances penetration: +10% nature / +5% temporal Disease immunity: +41% Massive two-handed battleaxes. |
Mucksteel (216% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 217% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 86% Damage (Melee): +10 temporal When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +16 Defense: +10 (+2 eff.) Changes stats: +1 Mag Changes resistances: +6% cold / +40% temporal Changes resistances penetration: +17% physical Life regen: +4.00 Massive two-handed battleaxes. |
voratun battleaxe 'Gloomwinnow' (201% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 202% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 nature / +8 darkness Damage (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +16.0% Damage when hit (Melee): 8 physical Changes stats: +19 Str / +19 Dex / +12 Mag / +16 Wil / +16 Cun / +10 Con Changes resistances: +6% darkness Changes damage: +3% physical Massive two-handed battleaxes. |
Blighted Maul (230% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 230% Range: 1.5x Uses stat: 191% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 25 * Blasts creatures in a radius 1 shockwave around your target for 731.44 to 2194.32 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 2004.77 to 4009.54 physical damage (based on Strength) to each Activation costs 43 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Isegadhewyn the Viperrend (209% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 210% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +63 cold / +124 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Damage when hit (Melee): 6 nature Changes stats: +3 Dex / +4 Mag Changes resistances penetration: +35% lightning / +35% cold / +10% nature / +34% fire Changes damage: +3% nature Critical mult.: +34.00% Spellpower: +20 (+6 eff.) Global speed: +15% Movement speed: +63% Damage Shield penetration: +20% Massive two-handed mauls. |
voratun greatmaul 'Yvildatta' (228% power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 229% Range: 1.5x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 nature When wielded/worn: Armour penetration: +4 Effects on melee hit: * 23% chance to reduce all saves and defense by 55 Changes resistances: +15% blight / +30% fire Changes damage: +12% physical Massive two-handed mauls. |
Colaryem (193% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 193% Range: 1.6x Uses stat: 180% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Warmaster Gnarg's Murderblade (203% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 203% Range: 1.6x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Aerimirin the Cracklewrest (217% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 217% Range: 1.6x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning / +20 arcane Damage (radius 2) on crit: +100 fire When wielded/worn: Accuracy: +35 (+6 eff.) Damage when hit (Melee): 4 lightning Changes stats: +9 Dex Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +27% fire / +15% light Global speed: +15% Combat speed: +10% Massive two-handed swords. |
Voronor the Smoldermire (204% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 205% Range: 1.6x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 fire Damage (radius 2) on crit: +54 acid / +42 nature / +8 mind When wielded/worn: Armour penetration: +16 Physical crit. chance: +12.0% Changes resistances: +3% mind / +3% fire Changes resistances penetration: +19% acid / +25% fire / +21% nature Massive two-handed swords. |
voratun greatsword 'Blizzardwild' (203% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 204% Range: 1.6x Uses stat: 169% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 mind Damage against: +42% Unnatural When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 55 Changes stats: +10 Wil Changes resistances: +16% mind / +12% lightning Changes resistances penetration: +26% mind / +26% cold Massive two-handed swords. |
Morrigor (194% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 195% Range: 1.4x Uses stats: 105% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 46.01 arcane and 46.01 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+7 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Punae's Blade (191% power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 191% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Ravenbore the stralite longsword (177% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 178% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 44% * Create an explosion dealing 86 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 86 damage Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +9 Damage when hit (Melee): 2 darkness Changes resistances: +3% acid Changes resistances penetration: +12% physical / +13% cold Changes damage: +3% darkness / +18% cold Spell save: +9 (+2 eff.) Sharp, long, and deadly. |
Butcher (193% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 193% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Blaze's kiss the voratun mace (190% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 191% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +14 Effects on melee hit: * 20% chance to slow global speed by 86% Damage when hit (Melee): 2 nature Changes stats: +13 Str / +18 Dex / +8 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +12% light Changes resistances penetration: +25% acid / +31% nature Changes damage: +6% light / +6% lightning Light radius: +1 Combat speed: +10% Blunt and deadly. |
Chillgore (191% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 192% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Accuracy: +25 (+4 eff.) Changes stats: +5 Dex / +5 Wil Changes resistances: +6% light / +6% cold Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Poison immunity: +10% Combat speed: +10% Healing mod.: +10% Blunt and deadly. |
Galeshaper (189% power, 28 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 189% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes resistances: +15% light Changes resistances penetration: +29% light / +29% arcane Changes damage: +35% lightning / +35% arcane Blunt and deadly. |
Runydur the voratun mace (204% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 205% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +39 acid / +42 nature When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +12% lightning / +5% arcane / +9% darkness Changes resistances penetration: +18% acid / +15% nature Changes damage: +12% acid Blunt and deadly. |
Teradur the voratun mace (192% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 192% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 acid damage (1/turn) When wielded/worn: Accuracy: +36 (+6 eff.) Changes stats: +10 Str / +5 Dex / +2 Mag / +2 Wil Changes resistances penetration: +23% acid Changes damage: +30% acid / +15% physical Mana when firing critical spell: +2.00 Combat speed: +10% Damage Shield penetration: +30% Blunt and deadly. |
Thunderfall (194% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 195% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 51 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (196% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 197% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Neroriawe the Oozeward (179% power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 180% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 86% * 24% chance to reduce all saves and defense by 55 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 mind / +12 nature When wielded/worn: Physical crit. chance: +11.0% Physical power: +13 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +20% mind / +11% physical Disarm immunity: +19% One-handed war axes. |
stralite waraxe 'Brenegund' (178% power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 179% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 55 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +21 mind Damage (radius 2) on crit: +37 acid / +37 nature When wielded/worn: Armour penetration: +13 Changes stats: +4 Str / +3 Mag / +8 Wil / +6 Cun Changes resistances penetration: +17% acid / +21% nature / +5% blight Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 See invisible: +3 One-handed war axes. |
Bihir (186% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 186% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 55 * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +18 temporal / +20 light Damage against: +29% Undead When wielded/worn: Changes stats: +3 Dex / +2 Con Changes resistances: +9% acid / +20% temporal Changes resistances penetration: +20% acid Physical save: +3 (+0 eff.) One-handed war axes. |
Rhoredrafast the Eclipseknave (184% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 185% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 55 Damage (Melee): +21 mind Damage (radius 2) on crit: +42 acid / +17 nature / +12 darkness When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +9 Changes stats: +8 Str / +7 Wil / +3 Cun Changes resistances penetration: +22% acid / +15% cold / +21% nature Changes damage: +3% darkness / +10% physical Equilibrium when hit: +0.12 Mental crit. chance: +4% One-handed war axes. |
voratun waraxe 'Goreroddakhad' (184% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 184% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage against: +30% Unnatural When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +27 Physical crit. chance: +15.0% Effects on melee hit: * 23 arcane resource burn Changes stats: +5 Wil Changes resistances: +6% acid / +6% mind Changes resistances penetration: +15% all Changes damage: +12% mind Critical mult.: +41.00% Psi when hit: +0.12 One-handed war axes. |
voratun waraxe 'Strikequeen' (185% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 186% Range: 1.4x Uses stat: 148% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +32 acid / +45 cold / +43 nature / +38 lightning When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +11 Changes stats: +5 Dex Changes resistances: +9% lightning / +6% fire / +5% arcane / +9% nature Changes resistances penetration: +16% acid / +25% cold / +20% nature / +16% lightning Reduces incoming crit damage: 5.00% Confusion immunity: +20% Only die when reaching: -60.00 life Movement speed: +47% Combat speed: +10% One-handed war axes. |
Guwe the Tempestblur (154% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 154% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 86% Changes resistances: +6% lightning / +6% nature Changes resistances penetration: +25% fire Sharp, short and deadly. |
Shantiz the Stormblade (160% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 161% Range: 1.3x Uses stats: 40% Wil, 108% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (171% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 171% Range: 1.3x Uses stats: 40% Wil, 104% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Icy Kill (181% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 181% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (181% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 181% Range: 1.3x Uses stats: 88% Wil, 59% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cyruba the Shadowwhisper (184% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 184% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 21% chance to reduce damage dealt by 44% * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +12 darkness Damage (radius 2) on crit: +45 acid / +42 nature When wielded/worn: Armour penetration: +25 Physical crit. chance: +14.0% Changes resistances: +12% light Changes resistances penetration: +21% acid / +25% nature Changes damage: +6% light Critical mult.: +32.00% Sharp, short and deadly. |
Erelimas the Flashweeper (184% power, 13 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 184% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 fire damage (1/turn) Damage (radius 1) on hit: +20 lightning When wielded/worn: Accuracy: +37 (+6 eff.) Physical crit. chance: +4.0% Armour: +10 Changes resistances penetration: +25% fire Changes damage: +27% light / +30% fire Physical save: +22 (+5 eff.) Sharp, short and deadly. |
Fulendur the voratun dagger (197% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 198% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Changes stats: +3 Str Changes resistances penetration: +10% mind / +15% physical Critical mult.: +24.00% Only die when reaching: -108.22 life Maximum stamina: +40.58 Sharp, short and deadly. |
Kinetic Spike (184% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 184% Range: 1.3x Uses stats: 102% Wil, 43% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Layylle (182% power, 14 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 183% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.0% Attack speed: 100% When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +14 Changes stats: +13 Str / +15 Dex / +11 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +6% nature / +3% physical Changes resistances penetration: +15% physical Maximum life: +40.00 Combat speed: +10% Sharp, short and deadly. |
Mandible of Ungolmor (186% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 186% Range: 1.3x Uses stats: 78% Wil, 68% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Ragozor the Tempestpunish (182% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 183% Range: 1.3x Uses stats: 94% Wil, 54% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 60% chance to reduce all saves and defense by 55 Damage (Melee): +37 mind Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +49 (+8 eff.) Armour penetration: +12 Changes stats: +7 Dex / +7 Cun / +5 Wil Changes resistances: +9% lightning Changes resistances penetration: +25% lightning / +15% all Combat speed: +10% Sharp, short and deadly. |
Skeletal Claw (199% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 199% Range: 1.1x Uses stats: 40% Wil, 108% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 17 power out of 20/20) : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 233.31 physical damage, and inflicting bleeding for another 116.65 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Hazegasher (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +2 Dex / +8 Mag / +17 Wil / +5 Con Changes resistances: +18% lightning / +9% blight / +18% cold / +6% nature / +13% all Spell save: +9 (+2 eff.) Mana each turn: +0.34 Psi each turn: +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhathad (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +30% blight / +20% temporal / +15% all Changes damage: +51% blight Critical mult.: +27.06% Mana each turn: +0.32 Vim when firing critical spell: +2.71 Spellpower: +41 (+12 eff.) Damage Shield penetration: +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Cleansemaster' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +15% light / +43% nature / +15% all Changes resistances penetration: +10% lightning / +20% physical / +20% darkness / +10% nature / +10% light Changes damage: +30% physical / +56% nature / +30% darkness Poison immunity: +49% Disease immunity: +50% Maximum hate: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimigund the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +12.0% Physical power: +19 (+3 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +6 Dex Changes resistances: +3% mind / +18% light / +19% darkness Critical mult.: +38.00% A suit of armour made of leather. |
drakeskin leather armour 'Glacierstreaker' (20 def, 20 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +3% temporal / +30% fire / +6% cold / +32% physical Changes resistances penetration: +10% temporal Changes damage: +3% temporal / +15% cold Physical save: +23 (+5 eff.) Life regen: +13.00 Maximum life: +51.00 Healing mod.: +20% A suit of armour made of leather. |
Polyta (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Str / +2 Mag Life regen: +21.00 Equilibrium when hit: +0.40 Psi when hit: +0.16 Maximum life: +212.00 Healing mod.: +40% A suit of armour made of metal plates. |
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. |
hardened leather belt 'Glarewill'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 86% Damage when hit (Melee): 10 light Changes stats: +7 Con Mental save: +8 (+1 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Turolatharion the BlackravagePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +38 (+7 eff.) Fatigue: -10% Effects on melee hit: * 25% chance to reduce damage dealt by 44% Changes stats: +3 Mag Changes resistances: +15% lightning / +15% fire / +6% arcane Maximum encumbrance: +60 Teleport immunity: +25% Healing mod.: +25% A belt that goes around your waist. |
Demonsweeper the cashmere cloak (17 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +12 Defense: +17 (+3 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +9% acid Changes damage: +12% darkness / +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Airvile the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +15% acid / +10% cold / +20% blight / +9% fire / +19% nature / +17% lightning Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +6% darkness / +9% acid Physical save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Life regen: +7.00 Only die when reaching: -50.00 life Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cloudwaker' (30 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+6 eff.) Changes stats: +4 Cun / +3 Dex Changes resistances: +12% lightning / +6% acid Changes resistances penetration: +20% acid Changes damage: +3% lightning / +9% acid Physical save: +35 (+8 eff.) Spell save: +20 (+5 eff.) Mental save: +22 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Glorinne' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +7% acid / +9% fire / +8% cold / +9% mind / +8% lightning Physical save: +3 (+0 eff.) Cut immunity: +10% Life regen: +4.00 Maximum life: +103.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.9 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Blindnail (37 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +37 (+7 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Str / +4 Dex Changes resistances: +12% light Changes resistances penetration: +15% physical / +31% light / +31% temporal Maximum stamina: +37.47 A pair of boots made of leather. |
Layebremina the Thundertooth (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour: +5 Changes stats: +5 Str / +4 Mag / +4 Wil Changes resistances: +21% fire / +12% cold / +20% temporal Changes resistances penetration: +20% physical Changes damage: +12% lightning Spell save: +15 (+4 eff.) Mental save: +18 (+3 eff.) Stun/Freeze immunity: +27% It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
Unlightstriker the pair of drakeskin leather boots (10 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +6.0% Physical power: +20 (+4 eff.) Armour: +14 Defense: +10 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 44% Damage when hit (Melee): 6 arcane Changes stats: +1 Wil / +6 Cun / +6 Con Physical save: +25 (+6 eff.) Mental save: +21 (+4 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life Infravision radius: +3 A pair of boots made of leather. |
Uralathasin the Blindbone (13 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +13 (+2 eff.) Changes stats: +1 Str Changes resistances: +1% physical / +15% fire / +6% darkness / +11% cold Changes resistances penetration: +20% darkness / +13% physical Changes damage: +9% physical Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 68 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Velybresemira the Bilevortex (0 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 23% chance to slow global speed by 86% Damage when hit (Melee): 8 nature / 12 fire Changes resistances: +6% physical Changes damage: +24% light / +9% nature Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Confusion immunity: +23% Light radius: +3 Infravision radius: +3 A pair of boots made of leather. |
Xawe the Dimspawner (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con / +4 Wil Changes resistances: +15% acid / +20% temporal / +17% darkness Changes resistances penetration: +18% temporal / +19% darkness / +10% physical Changes damage: +3% acid / +15% darkness Silence immunity: +26% Confusion immunity: +28% Stun/Freeze immunity: +36% Mindpower: +7 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +19% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Phoenixfiend' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +31 (+5 eff.) Armour: +5 Changes stats: +15 Lck / +8 Dex Changes resistances: +5% arcane / +9% fire Changes damage: +24% fire Stealth bonus: +9 Mental save: +9 (+2 eff.) Life regen: +4.18 Only die when reaching: -83.52 life Healing mod.: +15% A pair of boots made of leather. |
pair of drakeskin leather boots 'Raventorrent' (41 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour: +21 Defense: +41 (+8 eff.) Changes stats: +6 Str / +8 Con Changes resistances: +9% lightning / +4% physical / +18% darkness / +15% fire / +14% cold Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Chargepiercer the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 23% chance to slow global speed by 86% * 23% chance to reduce armor by 35% Damage when hit (Melee): 8 acid / 8 lightning Changes stats: +4 Str / +5 Con Changes resistances: +18% acid / +35% lightning Changes damage: +24% lightning / +6% physical / +12% acid 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. |
Poruwen (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +4 Defense: +15 (+3 eff.) Fatigue: -4% Changes stats: +4 Str / +5 Con Changes resistances penetration: +25% physical Changes damage: +15% physical Maximum encumbrance: +30 Physical save: +11 (+2 eff.) Stamina each turn: +3.00 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 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
Boltvile the pair of voratun boots (0 def, 23 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +14% acid / +5% physical / +15% cold / +12% blight / +21% fire / +6% arcane / +15% lightning Changes damage: +3% lightning Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daguzilaldir the Deepslace (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 23% chance to reduce armor by 35% * 23 arcane resource burn * 23% chance to reduce damage dealt by 44% Damage when hit (Melee): 11 acid Changes resistances: +9% fire / +21% nature / +17% temporal Changes resistances penetration: +15% acid / +15% darkness Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eluba the pair of voratun boots (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +12 Fatigue: +4% Changes stats: +9 Str / +1 Dex / +8 Con Changes resistances: +5% physical Changes damage: +16% physical Infravision radius: +2 Movement speed: +25% 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. |
Falidin the Kindlenail (18 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 13 light Changes resistances: +24% blight / +38% lightning Changes damage: +18% lightning Light radius: +4 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Genn (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +6 Mag / +5 Wil / +3 Cun Changes resistances: +17% mind / +15% blight Changes damage: +6% mind Mental save: +21 (+4 eff.) Lowers spell cool-downs by: 10% Mindpower: +25 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glyriwen the Pusmalice (0 def, 17 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +17 Fatigue: +4% Changes stats: +4 Str / +5 Dex / +3 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% arcane / +25% nature Changes damage: +18% physical Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Lightningoozer the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): 10 arcane Damage when hit (Melee): 4 acid Changes stats: +6 Mag / +5 Wil Changes resistances: +6% arcane / +18% lightning Changes resistances penetration: +15% lightning Changes damage: +6% arcane / +27% lightning Spellpower: +12 (+3 eff.) When used to modify unarmed attacks: Power: 164% Range: 1.1x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 163% Range: 1.1x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 593.11 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Dagogasta (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 blight / 14 darkness Changes stats: +3 Cun / +6 Con Changes resistances: +7% blight / +10% darkness Changes damage: +13% blight / +6% darkness Physical save: +27 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +48% Mana when firing critical spell: +2.00 Light radius: +3 When used to modify unarmed attacks: Power: 174% Range: 1.1x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 12% chance to reduce damage dealt by 44% Damage (Melee): +24 physical Damage (radius 2) on crit: +9 blight 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. |
Gleamfoe the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 44% Damage when hit (Melee): 8 darkness Changes stats: +6 Dex Changes resistances: +6% darkness / +6% light Changes resistances penetration: +25% light Changes damage: +9% light Light radius: +3 When used to modify unarmed attacks: Power: 173% Range: 1.1x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Voreba (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Changes stats: +6 Str / +8 Wil / +11 Con Changes resistances: +9% lightning / +12% fire / +9% cold Mental save: +12 (+2 eff.) When used to modify unarmed attacks: Power: 178% Range: 1.1x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokelahor the Flowertrial (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 86% Damage (Melee): 15 cold Changes resistances: +9% lightning / +10% cold Changes resistances penetration: +25% mind Changes damage: +12% mind / +11% cold Reduces incoming crit damage: 15.00% Spell save: +18 (+4 eff.) Disarm immunity: +20% Knockback immunity: +20% When used to modify unarmed attacks: Power: 178% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +15 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Breezewyrd (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 fire Changes stats: +4 Wil Changes resistances: +15% nature / +10% fire Changes resistances penetration: +15% nature Changes damage: +11% fire / +27% nature / +9% mind Critical mult.: +15.00% Equilibrium when hit: +0.24 Psi when hit: +0.12 Maximum psi: +52.68 When used to modify unarmed attacks: Power: 175% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +15 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Xyta the Strikenigh (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 blight Changes stats: +8 Wil / +3 Con Changes resistances: +9% blight Changes resistances penetration: +26% lightning Changes damage: +11% blight / +18% lightning Mental save: +19 (+4 eff.) Psi when hit: +0.28 Infravision radius: +3 When used to modify unarmed attacks: Power: 176% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +15 blight Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Airbreeze' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 23% chance to slow global speed by 86% Damage (Melee): 15 nature Damage when hit (Melee): 11 arcane / 6 lightning Changes resistances: +9% nature / +21% lightning Changes damage: +30% lightning / +10% nature / +9% arcane When used to modify unarmed attacks: Power: 178% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +15 nature Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Viperarc' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 86% * 20% chance to reduce all saves and defense by 55 Damage when hit (Melee): 4 nature Changes resistances: +6% fire / +9% mind / +6% nature Changes damage: +27% nature / +27% fire Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Power: 172% Range: 1.4x Uses stats: 83% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 185% Range: 1.4x Uses stats: 10% Mag, 83% Cun, 83% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 105.87 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Beloruimas the cashmere wizard hat (22 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +22 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 acid / 10 physical Changes resistances: +24% lightning Changes damage: +16% lightning / +12% physical Critical mult.: +20.00% A pointy cloth hat, very wizardly... |
Bleakkill the elven-silk wizard hat (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Cun / +14 Wil Changes resistances: +18% nature / +28% fire Changes damage: +6% darkness / +17% fire Physical save: +8 (+2 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +2 See invisible: +6 A pointy cloth hat, very wizardly... |
Chamysus the elven-silk wizard hat (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Cun / +10 Wil Changes damage: +21% mind Physical save: +15 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +11.62 Maximum psi: +58.09 Mindpower: +35 (+5 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Bethaba' (3 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +3 (+0 eff.) Changes stats: +4 Str / +17 Mag / +14 Con Changes resistances: +9% acid / +18% mind / +3% light Changes damage: +20% mind / +20% arcane Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Physical save: +15 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +10% Maximum psi: +26.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Phlegmtreason' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 acid / 8 mind Changes resistances: +21% nature Changes damage: +32% acid / +11% temporal / +15% light / +15% physical / +30% mind / +15% darkness A pointy cloth hat, very wizardly... |
Hylatir the Blizzardmalice (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 86% * 20 arcane resource burn Damage when hit (Melee): 4 cold Changes resistances: +15% lightning / +9% cold / +15% light Changes damage: +24% cold Physical save: +16 (+4 eff.) A cap made of leather. |
Aeryrorak the Cracklelord (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 blight Changes stats: +12 Wil Changes resistances: +30% lightning Mana each turn: +0.16 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +3.00 Mana when firing critical spell: +2.11 Spellpower: +32 (+10 eff.) A pointy cloth hat, very wizardly... |
Betebrewyn the drakeskin leather cap (10 def, 9 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Armour: +9 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Str / +7 Dex / +17 Cun / +12 Con Changes resistances: +13% acid / +15% fire / +15% lightning / +8% cold Critical mult.: +15.00% Mindpower: +10 (+2 eff.) A cap made of leather. |
Daimurethel (18 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +18 (+3 eff.) Changes resistances: +30% lightning / +9% fire / +9% darkness / +9% cold Changes damage: +20% lightning Reduces incoming crit damage: 15.80% Confusion immunity: +21% Equilibrium when hit: +0.36 Psi when hit: +0.24 Mindpower: +32 (+4 eff.) A pointy cloth hat, very wizardly... |
Gleamfist the drakeskin leather cap (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Dex / +3 Mag / +20 Wil Changes resistances: +30% blight Reduces incoming crit damage: 15.66% Mental save: +27 (+5 eff.) Light radius: +2 Infravision radius: +4 A cap made of leather. |
Phoenixcut (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +17 Wil Changes resistances: +23% darkness / +20% physical Changes resistances penetration: +20% fire Changes damage: +20% darkness / +20% physical Physical save: +15 (+3 eff.) Spell save: +12 (+3 eff.) Maximum hate: +15.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
Scumstoker the drakeskin leather cap (19 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +14 Defense: +19 (+4 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 86% * 10% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 nature Changes stats: +9 Str / +9 Dex / +10 Cun Changes resistances: +9% temporal / +6% fire / +6% nature / +7% all Changes resistances penetration: +15% temporal / +5% fire Physical save: +12 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent 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 3053.7 Physical damage. If the attack hits, the target is confused (48% 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. |
Swampwolf (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 86% Damage when hit (Melee): 10 nature Changes stats: +10 Str / +7 Dex / +7 Cun / +21 Con Changes resistances: +6% nature Changes damage: +6% nature Physical save: +13 (+3 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap 'Quenchhunger' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 55 Damage when hit (Melee): 2 cold Changes stats: +15 Str / +7 Dex / +8 Cun / +7 Con Changes resistances: +32% mind / +6% acid Changes resistances penetration: +5% mind / +5% acid Changes damage: +3% acid Mental save: +25 (+5 eff.) Confusion immunity: +50% 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 3053.7 Physical damage. If the attack hits, the target is confused (48% 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. |
Dagorig (5 def, 21 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +6% darkness Physical save: +12 (+3 eff.) Spell save: +6 (+1 eff.) Knockback immunity: +20% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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. |
8 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. |
14 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. |
18 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. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
1246 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. |
41 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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.(238 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Barerion the ShiverquarryInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 13 mind / 8 fire Changes stats: +15 Cun / +6 Con Changes resistances: +15% blight Changes resistances penetration: +20% mind / +25% cold Mental save: +23 (+4 eff.) Life regen: +9.00 Equilibrium when hit: +0.24 Maximum psi: +50.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
SmolderwarPowered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +6% fire / +11% light / +6% temporal Changes damage: +11% darkness Damage affinity(heal): +5% darkness Physical save: +12 (+3 eff.) Silence immunity: +20% Only die when reaching: -80.00 life Spellpower: +15 (+4 eff.) Light radius: +7 Infravision radius: +4 Healing mod.: +23% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 151.27 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Swampwolf the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +12% blight / +27% cold / +18% light Changes damage: +21% acid / +27% nature Physical save: +15 (+3 eff.) Light radius: +5 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
Brandhack the stralite torque of mindblast [power 355] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +3 Cun Changes resistances: +12% light / +24% fire Changes resistances penetration: +25% fire Changes damage: +18% lightning Equilibrium when hit: +0.12 Mindpower: +20 (+3 eff.) Light radius: +3 It can be used to blast the opponent's mind dealing 390 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bethotta [power 173] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +9 Wil / +5 Con Critical mult.: +27.06% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +5.00 Maximum hate: +8.00 Maximum psi: +67.64 Light radius: +4 Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glimmertitan the voratun torque of gale force [power 455] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 44% Changes resistances: +6% light / +15% darkness Changes damage: +18% light / +12% temporal Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 1015 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Branikath' [power 159] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +15% blight / +9% cold / +6% nature / +16% mind Blindness immunity: +20% Knockback immunity: +21% Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all damage taken by 159 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Sewersquall [power 15] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 86% Changes resistances penetration: +5% nature Changes damage: +6% nature Critical mult.: +5.00% Mental save: +6 (+1 eff.) Mindpower: +15 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Flashgrit' [power 270] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +25 (+4 eff.) Defense: +15 (+3 eff.) Changes resistances: +15% blight / +6% lightning It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 621 Base Damage: 302 Armor: 27 All Resist: 30 Activation puts all charms on cooldown for 22 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Aryruitir the Radiancesaw [power 305] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +8 Dex / +8 Wil / +7 Cun / +6 Con Changes resistances penetration: +28% mind / +28% light It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 930 Base Damage: 364 Armor: 34 All Resist: 37 Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Kutodor' [power 398] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +30 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Con Changes resistances penetration: +25% physical Changes damage: +12% physical It can be used to sting an enemy dealing 426 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Borurath' [power 345] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +9% blight / +18% fire / +6% cold Critical mult.: +20.00% Poison immunity: +20% Life regen: +4.14 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 979 Base Damage: 419 Armor: 40 All Resist: 23 Activation puts all charms on cooldown for 22 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Glacierwild the dragonbone totem of stinging [power 488] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 44% Changes resistances: +12% blight / +38% cold / +12% mind Changes resistances penetration: +31% blight / +20% mind Changes damage: +38% blight / +12% cold It can be used to sting an enemy dealing 522 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Scorchstreak the dragonbone totem of stinging [power 560] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% blight / +21% fire / +6% arcane / +15% temporal Pinning immunity: +23% Psi when hit: +0.20 Hate when firing a critical mind attack: +5.79 It can be used to sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tempestriver the dragonbone totem of healing [power 530] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% arcane / +33% lightning Changes resistances penetration: +29% temporal / +20% arcane / +25% light Changes damage: +34% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Tempestvortex [power 470] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +5% arcane / +15% lightning Changes resistances penetration: +25% lightning Changes damage: +24% lightning Light radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 570 Armor: 50 All Resist: 35 Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Searquill' [power 90] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +14 Changes stats: +6 Str / +5 Dex / +4 Cun / +3 Con Changes resistances: +23% blight / +9% temporal Changes resistances penetration: +25% fire Changes damage: +24% fire It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 51% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of conjuration 'Frigidbile' [power 275] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +30% acid / +21% cold / +5% arcane Changes damage: +30% acid It can be used to fire a magical bolt dealing 366 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Smolderwind' [power 434] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +14 Changes resistances: +17% temporal / +12% fire Changes resistances penetration: +29% physical Maximum stamina: +34.73 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glintstreak [power 542] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 55 Changes resistances: +15% nature Changes resistances penetration: +25% light / +30% mind Changes damage: +18% cold / +27% nature / +33% light Light radius: +4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 177 lightning damage and will be dazed for 1 turn (888 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Durgler the Ogre Mindslayer level 35
3rd Allure 123rd year of Ascendancy at 04:38 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Durgler the Ogre Mindslayer level 49
28th Dusk 123rd year of Ascendancy at 17:58 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Durgler the Ogre Mindslayer level 35
1st Allure 123rd year of Ascendancy at 06:23 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 Durgler the Ogre Mindslayer level 40
20th Pyre 123rd year of Ascendancy at 12:59 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Durgler the Ogre Mindslayer level 47
1st Dusk 123rd year of Ascendancy at 05:58 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Durgler the Ogre Mindslayer level 39
15th Pyre 123rd year of Ascendancy at 19:14 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Durgler the Ogre Mindslayer level 31
2nd Decay 122nd year of Ascendancy at 18:03 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Durgler the Ogre Mindslayer level 38
12nd Pyre 123rd year of Ascendancy at 12:42 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Durgler the Ogre Mindslayer level 32
7th Decay 122nd year of Ascendancy at 20:07 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Durgler the Ogre Mindslayer level 50
77th Haze 123rd year of Ascendancy at 17:40 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Durgler the Ogre Mindslayer level 22
21st Haze 122nd year of Ascendancy at 01:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Durgler the Ogre Mindslayer level 36
65th Regrowth 123rd year of Ascendancy at 08:24 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Durgler the Ogre Mindslayer level 50
74th Haze 123rd year of Ascendancy at 16:31 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Durgler the Ogre Mindslayer level 37
7th Pyre 123rd year of Ascendancy at 07:39 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 Durgler the Ogre Mindslayer level 26
36th Haze 122nd year of Ascendancy at 18:12 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 Durgler the Ogre Mindslayer level 42
21st Pyre 123rd year of Ascendancy at 00:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Durgler the Ogre Mindslayer level 10
16th Dusk 122nd year of Ascendancy at 01:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Durgler the Ogre Mindslayer level 20
53rd Dusk 122nd year of Ascendancy at 22:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Durgler the Ogre Mindslayer level 30
56th Haze 122nd year of Ascendancy at 07:35 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Durgler the Ogre Mindslayer level 40
19th Pyre 123rd year of Ascendancy at 11:42 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Durgler the Ogre Mindslayer level 50
29th Dusk 123rd year of Ascendancy at 10:39 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Durgler the Ogre Mindslayer level 50
1st Time of Equilibrium 123rd year of Ascendancy at 05:55 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Durgler the Ogre Mindslayer level 47
10th Flare 123rd year of Ascendancy at 23:21 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Durgler the Ogre Mindslayer level 35
7th Regrowth 123rd year of Ascendancy at 13:49 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Durgler the Ogre Mindslayer level 50
70th Dusk 123rd year of Ascendancy at 05:04 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Durgler the Ogre Mindslayer level 30
57th Haze 122nd year of Ascendancy at 21:32 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Durgler the Ogre Mindslayer level 44
74th Pyre 123rd year of Ascendancy at 12:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Durgler the Ogre Mindslayer level 22
21st Haze 122nd year of Ascendancy at 02:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Durgler the Ogre Mindslayer level 38
12nd Pyre 123rd year of Ascendancy at 19:45 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Durgler the Ogre Mindslayer level 50
77th Haze 123rd year of Ascendancy at 17:38 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Durgler the Ogre Mindslayer level 23
22nd Haze 122nd year of Ascendancy at 19:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Durgler the Ogre Mindslayer level 8
6th Mirth 122nd year of Ascendancy at 19:07 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Durgler the Ogre Mindslayer level 44
74th Pyre 123rd year of Ascendancy at 12:29 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Durgler the Ogre Mindslayer level 17
39th Dusk 122nd year of Ascendancy at 18:59 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Durgler the Ogre Mindslayer level 31
3rd Decay 122nd year of Ascendancy at 20:20 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Durgler the Ogre Mindslayer level 43
39th Pyre 123rd year of Ascendancy at 11:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Durgler the Ogre Mindslayer level 24
31st Haze 122nd year of Ascendancy at 03:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Durgler the Ogre Mindslayer level 15
35th Dusk 122nd year of Ascendancy at 19:03 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Durgler the Ogre Mindslayer level 34
2nd Wintertide 123rd year of Ascendancy at 13:19 see stats
Log
You feel very confident walking into this place.
Saving game...
Saving done.
Saving game...
Durgler uses Track.
Orc master wyrmic activates his totem!
Wretchling receives 181 healing from Orc master wyrmic.
Wretchling receives 181 healing from Orc master wyrmic.
Wretchling receives 181 healing from Orc master wyrmic.
Orc master wyrmic receives 198 healing.
Giant fire ant receives 181 healing from Orc master wyrmic.
Cave troll receives 186 healing from Orc master wyrmic.
Wretchling receives 181 healing from Orc master wyrmic.
--------------------------------
Saving done.
There is a Entrance to a ruined dungeon 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...
Today is the 4th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
There is a Way to a strange portal here (press '' or right click to use).
--------------------------------
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 done.
Saving game...
Saving done.





































































































































































































