
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.4.8Donators/Buyers bonus! Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. QuickTome: Orb of Communication 1.3.1 Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. ZOmnibus Addon Pack 1.4.0Combines 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: 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 50 / 2619% |
| Size | medium |
| Lifes / Deaths | Killed by Mayynne the orc archer at level 36 on the 37th Regrowth 124th year of Ascendancy at 18:33 5 / 2Killed by Eilinolekira the bone giant at level 47 on the 1st Flare 124th year of Ascendancy at 15:09 |
Primary Stats
| Strength | 127 (base 65) |
| Dexterity | 79 (base 60) |
| Constitution | 66 (base 23) |
| Magic | 32 (base 14) |
| Willpower | 82 (base 45) |
| Cunning | 77 (base 40) |
Resources
| Life | 1495/1495 |
| Stamina | 339/462 |
| Equilibrium | 20 |
| Healing Factor | 1.19 |
| Regeneration | 44.400009652714 |
Speed
| Mental | +1.9984014443253E-12% |
| Attack | 0% |
| Movement | +21.00000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 24 |
| See Invisible | 22 |
Offense: Mainhand
| Damage | 199 |
| Accuracy | 79 |
| Crit Chance | 114% |
| APR | 68 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 135 |
| Accuracy | 79 |
| Crit Chance | 119% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| All | +45% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 52 (58.356545961003%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 11.075890552401 |
| Physical Save | 65 |
| Spell Save | 43 |
| Mental Save | 67 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 54% |
| Disarm Resistance | 48% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 745 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 462 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -952 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.29 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Field control | 1.59 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Precision |
| talent | Total Thuggery |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
| beneficial effect | 58% chance to score a secondary blow. Greater Weapon Focus |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Silunn the ghoul. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 4 of Dreadfell) | failed |
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 Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 1322. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 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. |
| Light source | Glintwhisper GlintwhisperInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes stats: +5 Con / +6 Wil Changes resistances: +12% blight / +5% arcane Changes resistances penetration: +10% arcane / +20% light Critical mult.: +17.00% Mental save: +12 (+3 eff.) Life regen: +3.80 Light radius: +4 See stealth: +24 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Shimmerpeal the drakeskin leather cap (0 def, 5 armour) Shimmerpeal the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +4 Str / +8 Dex / +4 Con / +16 Lck Changes resistances: +18% darkness / +5% arcane Changes resistances penetration: +15% lightning Changes damage: +6% arcane Spell crit. chance: +8% Mental crit. chance: +6% Infravision radius: +7 A cap made of leather. |
| On hands | Monster fisting kit (0 def, 3 armour) Monster fisting kit (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +19.0% Armour: +3 Effects on melee hit: * 15% chance to daze * 21% chance to cause random gloom Damage (Melee): 13 fire / 40 darkness / 26 mind Changes resistances: +10% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Critical mult.: +15.00% Physical save: +9 (+2 eff.) Mental save: +0 (+0 eff.) Disarm immunity: +48% Spell crit. chance: +19% Mindpower: +10 (+3 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn Burst (radius 1) on hit: +8 fire / +8 temporal Burst (radius 2) on crit: +19 fire It can be used to activate talent Ruined Earth, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Durugrim the Serpentwreath (dig speed 3 turns) =23 pen= Durugrim the Serpentwreath (dig speed 3 turns) =23 pen=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +3 Str Changes resistances: +3% fire Changes resistances penetration: +23% physical Changes damage: +15% fire / +13% mind / +15% nature Mental save: +34 (+9 eff.) Psi when hit: +0.08 Maximum life: +38.00 Maximum stamina: +30.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Earublek the Cindermalice =+ 17= Earublek the Cindermalice =+ 17=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+5 eff.) Effects on melee hit: * 40% chance to corrode armour * 18% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 fire Changes stats: +10 Cun Changes resistances: +9% fire / +17% physical Changes resistances penetration: +5% acid Changes damage: +17% physical Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Movement speed: +21% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.8 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +8 Str / +8 Wil / +9 Cun / +9 Con Changes resistances: +32% fire Changes resistances penetration: +15% physical Changes damage: +16% fire Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Physical save: +3 (+1 eff.) Mindpower: +13 (+4 eff.) 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, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Eilinarana the voratun amulet =crit multi= Eilinarana the voratun amulet =crit multi=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +2 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +10 Con Changes resistances: +30% lightning Talent masteries: +0.29 Technique / Field control +0.29 Technique / Combat veteran Critical mult.: +18.00% Physical save: +29 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +0.80 Amulets can have magical properties. |
| In main hand | Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical 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 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| Around waist | drakeskin leather belt 'Shineclash' =thanks stair guardian= drakeskin leather belt 'Shineclash' =thanks stair guardian=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Damage when hit (Melee): 16 light Changes resistances: +9% light Changes resistances penetration: +20% physical Changes damage: +15% temporal / +3% arcane / +23% physical Spell save: +3 (+1 eff.) Maximum life: +130.00 Maximum mana: +73.00 Maximum stamina: +65.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +32.00 Maximum neg.energy: +40.00 Damage Shield penetration: +30% Reduces paradox anomalies(equivalent to willpower): +20 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 23 turns. A belt that goes around your waist. |
| In off hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health 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. |
| Cloak | restorative elven-silk cloak of backstabbing (3 def, 0 armour) =crit multi= restorative elven-silk cloak of backstabbing (3 def, 0 armour) =crit multi=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +3 (+2 eff.) Changes resistances: +17% nature / +15% blight Critical mult.: +22.00% Stealth bonus: +10 Life regen: +2.60 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hettekalthotir (10 def, 9 armour) =The glass cannon= Hettekalthotir (10 def, 9 armour) =The glass cannon=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +9 Defense: +10 (+4 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +9% temporal / +9% cold Changes damage: +38% all Physical save: +28 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +29 (+7 eff.) Blindness immunity: +20% Mana each turn: +0.40 Psi each turn: +0.40 Spellpower: +40 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 283) healing infusion of the psychic (heal 283)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and poison 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 ability. |
healing infusion of the warrior (heal 330) healing infusion of the warrior (heal 330)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 330 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 399 over 5 turns) regeneration infusion of the duelist (heal 399 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 399 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 ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 502 over 5 turns) regeneration infusion of the sneak (heal 502 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (659% speed; 7 turns) movement infusion of the duelist (659% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
movement infusion of the psychic (800% speed; 7 turns) movement infusion of the psychic (800% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
movement infusion of the sneak (779% speed; 6 turns) movement infusion of the sneak (779% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 779% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. Press to compare to your current inscriptions |
movement infusion of the warrior (813% speed; 7 turns) movement infusion of the warrior (813% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 813% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 17%; cure magical, physical, mental) Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (+17 for 12 turns, die at -792) heroism infusion of the duelist (+17 for 12 turns, die at -792)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -792 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
heroism infusion of the duelist (+16 for 9 turns, die at -489) heroism infusion of the duelist (+16 for 9 turns, die at -489)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -489 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
heroism infusion of the psychic (+16 for 10 turns, die at -772) heroism infusion of the psychic (+16 for 10 turns, die at -772)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -772 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+17 for 10 turns, die at -840) heroism infusion of the sneak (+17 for 10 turns, die at -840)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -840 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+18 for 12 turns, die at -863) heroism infusion of the sneak (+18 for 12 turns, die at -863)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -863 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+15 for 8 turns, die at -459) heroism infusion of the titan (+15 for 8 turns, die at -459)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. While Heroism is active, you will only die when reaching -459 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+14 for 9 turns, die at -519) heroism infusion of the titan (+14 for 9 turns, die at -519)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -519 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+17 for 13 turns, die at -954) heroism infusion of the titan (+17 for 13 turns, die at -954)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 13 turns. While Heroism is active, you will only die when reaching -954 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+23 for 12 turns, die at -856) heroism infusion of the warrior (+23 for 12 turns, die at -856)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -856 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 545 for 4 turns) shielding rune of the duelist (absorb 545 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 545 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 437 for 5 turns) shielding rune of the duelist (absorb 437 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (478.00 temporal damage, removed from time 4 turns) Rune of the Rift (478.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 764.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
cleansing copper amulet of mastery (0.11 Technique / Combat veteran) cleansing copper amulet of mastery (0.11 Technique / Combat veteran)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +11% blight Talent mastery: +0.11 Technique / Combat veteran Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
Aeruvena the steel amulet Aeruvena the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +1 Defense: +7 (+3 eff.) Changes stats: +4 Str / +2 Dex / +4 Con / +7 Lck Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +4 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 40/40) : Effective talent level: 2.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 286 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Emelamina the steel amulet Emelamina the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +1 Mag / +4 Cun / +7 Con Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Blindness immunity: +13% Life regen: +0.50 Stamina each turn: +0.50 Infravision radius: +2 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Xyyalelaith the steel amulet Xyyalelaith the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid / +3% temporal / +12% light / +3% lightning / +10% darkness / +7% physical Physical save: +13 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +20% Stamina each turn: +0.30 Amulets can have magical properties. |
Yareruimakhad YareruimakhadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Teleport immunity: +50% It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
mindweaver's steel amulet of strength (+2) mindweaver's steel amulet of strength (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +12% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.70 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
steel amulet 'Chalydan' steel amulet 'Chalydan'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% temporal Grants telepathy: Demon/Minor Demon/Major Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
warrior's steel amulet of cunning (+4) warrior's steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Mirecut MirecutInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun Changes resistances: +21% lightning / +6% nature Changes resistances penetration: +5% nature / +10% mind Critical mult.: +5.00% Stun/Freeze immunity: +38% Psi when hit: +0.12 Amulets can have magical properties. |
Yvoratha YvorathaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Wil / +4 Con Changes resistances: +3% acid Changes damage: +6% acid Critical mult.: +5.00% Psi when hit: +0.04 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Lustrepeal' gold amulet 'Lustrepeal'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% fire / +5% arcane / +3% cold Talent masteries: +0.25 Cunning / Dirty fighting +0.25 Technique / Dual weapons Mental save: +3 (+1 eff.) Stun/Freeze immunity: +5% Amulets can have magical properties. |
restful gold amulet of teleportation restful gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Teleport immunity: +50% Life regen: +1.50 It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
serendipitous gold amulet of murder serendipitous gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Defense: +6 (+3 eff.) Changes stats: +7 Lck Critical mult.: +12.00% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Mayyselaith the stralite amulet Mayyselaith the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +9 Mag Changes resistances: +3% temporal Changes resistances penetration: +5% arcane / +15% temporal Changes damage: +5% darkness / +13% temporal / +6% light / +13% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
Skywind the stralite amulet Skywind the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +4 Wil / +1 Con Talent mastery: +0.34 Technique / Combat training See invisible: +6 Amulets can have magical properties. |
clarifying stralite amulet of dexterity (+7) clarifying stralite amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex Changes resistances: +23% mind Confusion immunity: +38% Amulets can have magical properties. |
Skysmasher SkysmasherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight / 8 mind / 4 lightning Changes stats: +7 Dex / +5 Mag / +10 Cun / +10 Con Changes resistances: +6% blight / +3% lightning Changes resistances penetration: +10% lightning / +15% blight Changes damage: +8% acid / +7% fire / +7% cold / +7% lightning Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.40 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Movement speed: +10% It can be used to teleport you randomly (rad 64), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
vitalizing voratun amulet of constitution (+11) vitalizing voratun amulet of constitution (+11)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Con Physical save: +14 (+3 eff.) Life regen: +2.00 Maximum life: +48.00 Amulets can have magical properties. |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +6 Con Critical mult.: +18.00% Physical save: +20 (+5 eff.) Life regen: +2.40 Maximum life: +44.00 Amulets can have magical properties. |
voratun amulet 'Mayiwe' voratun amulet 'Mayiwe'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Wil Changes resistances: +30% mind Changes damage: +12% blight / +3% arcane Critical mult.: +15.00% Spell save: +9 (+3 eff.) Confusion immunity: +50% Maximum vim: +20.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 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. |
copper ring 'Arctrencher' copper ring 'Arctrencher'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +10% nature Changes damage: +9% lightning Mental save: +5 (+1 eff.) Confusion immunity: +24% Rings can have magical properties. |
copper ring 'Eclipseoracle' copper ring 'Eclipseoracle'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +3% acid / +9% darkness Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
Bloombright BloombrightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% nature Changes resistances penetration: +10% arcane Changes damage: +9% arcane Rings can have magical properties. |
Garimina GariminaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Changes stats: +3 Str / +2 Con Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth 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: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +24% Life regen: +1.20 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Obsidianvein' steel ring 'Obsidianvein'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +5 Dex Changes resistances: +11% blight / +6% darkness Changes damage: +11% blight / +9% darkness Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.8 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
steel ring of fire (+24%) steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
Aludig the gold ring Aludig the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +10% mind Disarm immunity: +30% Pinning immunity: +36% Knockback immunity: +22% Equilibrium when hit: +0.12 Maximum life: +32.00 Maximum hate: +2.00 Maximum psi: +30.00 Rings can have magical properties. |
Chartide ChartidePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Dex / +2 Mag Changes resistances: +9% fire Silence immunity: +31% Mana each turn: +0.24 Rings can have magical properties. |
Lelenarindil the Glimmertorrent Lelenarindil the GlimmertorrentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 light Changes damage: +12% fire Disarm immunity: +30% Pinning immunity: +34% Knockback immunity: +28% Maximum life: +31.00 Rings can have magical properties. |
Polybeth PolybethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% light / +6% darkness Stun/Freeze immunity: +32% Life regen: +1.50 Rings can have magical properties. |
gold ring 'Xanylewyn' gold ring 'Xanylewyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +7 Cun / +1 Dex Changes resistances: +5% arcane Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +29% Infravision radius: +4 See stealth: +13 See invisible: +9 Rings can have magical properties. |
titan's gold ring of corrosion (+24%) titan's gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% acid Changes damage: +12% acid Physical save: +8 (+2 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Dairysin the voratun ring Dairysin the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +11 Dex / +3 Wil / +9 Cun / +2 Con Changes resistances: +13% nature / +14% blight Poison immunity: +29% Disease immunity: +29% Stun/Freeze immunity: +48% Life regen: +4.80 Maximum hate: +4.00 Light radius: +1 Rings can have magical properties. |
Demonobsidian the voratun ring Demonobsidian the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +40% darkness / +12% mind Changes resistances penetration: +5% darkness / +5% mind Changes damage: +20% darkness Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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 23 power out of 30/30) : Effective talent level: 2.0 Power cost: 23 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. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Adonne' voratun ring 'Adonne'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% mind Mental save: +21 (+5 eff.) Confusion immunity: +50% Psi when hit: +0.08 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
voratun ring 'Emelewen' =+ 9 damage= voratun ring 'Emelewen' =+ 9 damage=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +1 Str / +2 Dex / +2 Con Changes damage: +9% physical Stun/Freeze immunity: +50% Life regen: +3.00 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 150 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." |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 27 power out of 35/35) : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 377.54 fire damage, and flames will be left dealing a further 88.16 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 8 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 23 power out of 30/30) : Effective talent level: 4.0 Power cost: 23 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 33 acid damage in a 4 radius ball. This damage will increase by 23% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Griniromidur the voratun mace (45-63 power, 6 apr) Griniromidur the voratun mace (45-63 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 32% chance to daze When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +20 (+4 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 21 blight Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +10 Con Changes resistances: +2% physical Changes resistances penetration: +15% lightning / +15% physical Critical mult.: +6.00% Disarm immunity: +85% Blunt and deadly. |
Porotta the voratun mace (46.5-65.1 power, 6 apr) Porotta the voratun mace (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease Damage (Melee): +14 blight Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +14 (+6 eff.) Changes resistances: +3% mind Changes resistances penetration: +5% mind Mental save: +25 (+6 eff.) Disease immunity: +16% Disarm immunity: +45% Hate when firing a critical mind attack: +3.00 Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (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, costing 45 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (52-72.8 power, 5 apr) Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical 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, this erratic club still pulses with Ureslak's volatile nature. |
Glolena the voratun waraxe (40.5-56.7 power, 6 apr) Glolena the voratun waraxe (40.5-56.7 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 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 darkness Damage against: +17% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Changes stats: +4 Str / +1 Dex / +3 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +9% mind Changes resistances penetration: +10% lightning Equilibrium when hit: +0.12 Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +4% One-handed war axes. |
flaming voratun waraxe of crippling (39.5-55.3 power, 6 apr) flaming voratun waraxe of crippling (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +11.0% One-handed war axes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 147.20 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
Hellsbringer (37-48.1 power, 9 apr) Hellsbringer (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Damage against: +24% Unnatural When wielded/worn: Armour penetration: +11 Changes stats: +2 Str / +5 Wil / +1 Con Changes resistances: +3% light Changes resistances penetration: +11% physical Changes damage: +6% fire / +12% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Infravision radius: +1 Sharp, short and deadly. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 14.71 acid and 14.71 blight damage. If not cleared after five turns it will inflict 83.53 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 19 power out of 40/40) : Effective talent level: 3.0 Power cost: 19 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 45.13 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Nightsaw the voratun dagger (38.5-50.05 power, 9 apr) Nightsaw the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 mind When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Changes stats: +6 Mag / +15 Wil / +6 Cun Changes resistances: +9% darkness Changes damage: +12% arcane Spellpower: +9 (+3 eff.) See invisible: +3 Sharp, short and deadly. |
Arcknight the elven-silk robe (5 def, 0 armour) Arcknight the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +14 Str / +27 Mag / +22 Wil Changes resistances: +33% lightning / +26% cold Changes damage: +31% lightning / +24% physical / +34% cold Mana each turn: +0.40 Psi each turn: +0.40 Maximum vim: +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe (5 def, 0 armour) =damage + pen= fearwoven elven-silk robe (5 def, 0 armour) =damage + pen=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances penetration: +15% darkness / +6% physical Changes damage: +13% darkness / +14% physical Maximum hate: +6.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour 'Abyssspire' (13 def, 7 armour) =move speed= reinforced leather armour 'Abyssspire' (13 def, 7 armour) =move speed=Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +13 (+5 eff.) Ranged Defense: +13 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun / +5 Dex Changes resistances: +12% fire Maximum hate: +6.00 Maximum psi: +50.00 Movement speed: +20% A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 38 power out of 80/80) : Effective talent level: 3.0 Power cost: 38 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 70.73 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Yvaba the hardened leather belt Yvaba the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +8% temporal / +6% light / +3% nature / +5% arcane Changes resistances penetration: +10% physical Changes damage: +8% physical Physical save: +8 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Gorebringer the drakeskin leather belt Gorebringer the drakeskin leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +6 Wil Changes damage: +6% nature / +3% temporal Mental save: +15 (+4 eff.) Maximum life: +110.00 Light radius: +3 See invisible: +9 A belt that goes around your waist. |
marshal's elven-silk cloak of sorcery (3 def, 0 armour) marshal's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Str / +4 Mag / +5 Wil / +4 Con Physical save: +13 (+3 eff.) Maximum life: +110.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempesttrail the pair of hardened leather boots (0 def, 3 armour) Tempesttrail the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 20 lightning Changes stats: +3 Str / +4 Wil / +6 Con Changes resistances penetration: +15% lightning / +7% physical Maximum encumbrance: +26 Physical save: +8 (+2 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 3.9 Power cost: 19 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Dourspawn the pair of drakeskin leather boots (0 def, 14 armour) =pen= Dourspawn the pair of drakeskin leather boots (0 def, 14 armour) =pen=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +14 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn * 30% chance to inflict damage reduction Changes stats: +6 Con / +6 Wil Changes resistances: +3% light / +9% acid Changes resistances penetration: +9% physical / +5% nature / +15% darkness Mindpower: +7 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Boltwrack' (0 def, 4 armour) pair of dwarven-steel boots 'Boltwrack' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to daze Changes stats: +4 Cun / +3 Dex Changes resistances: +9% cold / +1% physical Blindness immunity: +5% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 3.2 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. 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) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 24 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. |
Glorona the Charsorrow (0 def, 1 armour) Glorona the Charsorrow (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +1 Changes stats: +3 Cun / +3 Dex Changes resistances: +6% mind When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 1). Burst (radius 1) on hit: +4 fire It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Relgudor (0 def, 1 armour) Relgudor (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str See invisible: +3 When used to modify unarmed attacks: Base power: 12.5 - 13.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's rough leather gloves of dispersion (0 def, 1 armour) =disperse= brawler's rough leather gloves of dispersion (0 def, 1 armour) =disperse=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nariabeth (0 def, 2 armour) Ce'Nariabeth (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +2 Changes stats: +3 Str / +3 Con Physical save: +22 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +27% Maximum life: +10.00 When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +16 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 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. |
Snow Giant Wraps (0 def, 2 armour) 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: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical 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 5 power out of 6/6) : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 380.37 and knocking it back 5 tiles. 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. |
Islerimira (0 def, 15 armour) =10 con= Islerimira (0 def, 15 armour) =10 con=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +10% Changes stats: +10 Con Changes resistances: +3% mind / +9% physical Maximum hate: +10.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 12 power out of 16/16) : Effective talent level: 3.0 Power cost: 12 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 56.81 to 170.42 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Damage (Melee): +10 arcane Burst (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% It can be used to activate talent Frost Grab (costing 15 power out of 30/30) : Effective talent level: 4.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 100.94 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 19 power out of 25/25) : Effective talent level: 3.0 Power cost: 19 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Earufang the cashmere wizard hat (2 def, 0 armour) =eye= Earufang the cashmere wizard hat (2 def, 0 armour) =eye=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +3 Mag / +6 Con Changes resistances penetration: +15% temporal Changes damage: +10% arcane Spellpower: +2 (+0 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 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... |
Bethybeth the hardened leather cap (0 def, 3 armour) =water= Bethybeth the hardened leather cap (0 def, 3 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Changes resistances: +17% cold Allows you to breathe in: water Psi when hit: +0.08 Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +30 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 27 power out of 35/35) : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 12 power out of 15/15) : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Tarath (7 def, 16 armour) Tarath (7 def, 16 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +4 Cun / +13 Wil Changes resistances: +12% blight / +6% nature / +7% all Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Silence immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -60.00 life Mindpower: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. |
Glintschism (0 def, 5 armour) Glintschism (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes damage: +3% light / +9% lightning Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour) stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Beyrion (0 def, 7 armour) Beyrion (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +7 Fatigue: +4% Changes stats: +5 Str / +9 Dex / +5 Con Maximum life: +10.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Burnstriker (0 def, 7 armour) Burnstriker (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Damage when hit (Melee): 8 fire Changes resistances: +12% acid Changes resistances penetration: +5% acid Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dagychik (0 def, 4 armour) =6 con= Dagychik (0 def, 4 armour) =6 con=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Dex / +6 Con Changes damage: +6% acid Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arimavor the voratun helm (0 def, 5 armour) =pen= Arimavor the voratun helm (0 def, 5 armour) =pen=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +8 Con Changes resistances: +13% lightning / +11% temporal / +5% arcane Changes resistances penetration: +5% physical Physical save: +3 (+1 eff.) Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendourguile the voratun helm (0 def, 5 armour) Splendourguile the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 light Changes stats: +7 Mag / +7 Wil Changes resistances: +12% light / +14% cold / +25% mind / +9% fire Changes resistances penetration: +10% lightning Changes damage: +17% blight / +15% arcane Mental save: +25 (+6 eff.) Confusion immunity: +49% Spell crit. chance: +4% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tulatodor the Shinereign (0 def, 5 armour) Tulatodor the Shinereign (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 4 light / 12 temporal Changes stats: +10 Str / +4 Dex / +4 Cun / +9 Con Changes resistances: -34% light Changes resistances penetration: +5% arcane Changes damage: +6% light Life regen: +8.00 Stamina when hit: +3.00 Equilibrium when hit: +1.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of ire (0 def, 5 armour) =cancel evasion= dragonslayer's voratun helm of ire (0 def, 5 armour) =cancel evasion=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Con Changes resistances: +8% acid / +13% fire / +10% lightning / +12% cold Physical save: +9 (+2 eff.) Mental save: +11 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Bregugohir' (0 def, 5 armour) voratun helm 'Bregugohir' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Dex / +7 Wil / +14 Con Changes resistances: +15% blight / +3% acid / +22% darkness / +5% arcane Changes damage: +6% temporal Physical save: +3 (+1 eff.) Mental save: +15 (+4 eff.) Disease immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +10% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe's Prismatic Eye 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Pearl of Life and Death 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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne Azurite 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% Air currents swirl around this bright blue jewel. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 30 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Fulodunabar the Furnacenail =pen= Fulodunabar the Furnacenail =pen=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 8 fire Changes stats: +4 Mag / +5 Wil / +1 Con Changes resistances penetration: +15% all Changes damage: +12% mind Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Light radius: +6 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Nimbuswinter the dwarven lantern Nimbuswinter the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +2 Str / +3 Dex / +1 Mag / +1 Con Changes resistances penetration: +10% lightning Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+5 eff.) Maximum life: +79.00 Light radius: +9 Infravision radius: +3 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 60 power out of 150/150) : Effective talent level: 4.0 Power cost: 60 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 31.88 cold damage and 43.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (136 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Adessra the Starblast (dig speed 38 turns) Adessra the Starblast (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Fatigue: -5% Changes stats: +2 Str / +2 Con Changes resistances: +1% physical Changes damage: +3% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Betytha (dig speed 11 turns) Betytha (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Changes stats: +12 Str / +1 Dex / +1 Wil / +5 Cun Reduces incoming crit damage: 15.00% Infravision radius: +8 See invisible: +9 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Ce'Nayavena (dig speed 8 turns) =perfect strike= Ce'Nayavena (dig speed 8 turns) =perfect strike=Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +18 Physical power: +9 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +20% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +14.00% Mental save: +20 (+5 eff.) Mental crit. chance: +2% Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 14 power out of 35/35) : Effective talent level: 3.2 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Bladed Rift =damage= Bladed Rift =damage=Powered 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 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 12 power out of 25/25) : Effective talent level: 5.0 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 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) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 684.32 fire damage (based on Magic), costing 38 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 152 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 524.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 19 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of kinetic psionic shield 'Boradular' [power 43] (15 cooldown) steel torque of kinetic psionic shield 'Boradular' [power 43] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +3% blight Mana each turn: +0.08 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of psychoportation [power 43] (29 cooldown) supercharged dwarven-steel torque of psychoportation [power 43] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 43), putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
Cystrazor [power 99] (34 cooldown) Cystrazor [power 99] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 21 nature Changes resistances: +6% light Light radius: +1 It can be used to teleport randomly (rad 99), putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
Vilefear the voratun torque of kinetic psionic shield [power 137] (15 cooldown) Vilefear the voratun torque of kinetic psionic shield [power 137] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% nature Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +25% fire Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +4 Telekinetic Blast +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 137 for 7 turns, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Burnblight [power 2] (8 cooldown) Burnblight [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances penetration: +10% darkness / +5% fire Changes damage: +3% fire It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Firebreaker' [power 1] (7 cooldown) ash totem of cure ailments 'Firebreaker' [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind Changes damage: +12% fire It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of thorny skin [power 27] (15 cooldown) rushing ash totem of thorny skin [power 27] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
forceful yew totem of thorny skin [power 40] (15 cooldown) forceful yew totem of thorny skin [power 40] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Brandrupture' [power 37] (15 cooldown) =ward + tentacle + skin= yew totem of thorny skin 'Brandrupture' [power 37] (15 cooldown) =ward + tentacle + skin=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% nature / +18% fire Maximum wards: +3 acid / +3 nature / +3 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Rushing Claws +1 Ward It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
natural dragonbone totem of thorny skin [power 77] (15 cooldown) natural dragonbone totem of thorny skin [power 77] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 14 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Coalspar the yew wand of trap destruction [power 62] (12 cooldown) Coalspar the yew wand of trap destruction [power 62] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness / +6% mind Changes resistances penetration: +10% mind Talent granted: +3 Volcano It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 121 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 27 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Thunderwitch [power 177] (5 cooldown) Thunderwitch [power 177] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances penetration: +10% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +4 Strike Critical mult.: +10.00% Maximum psi: +10.00 It can be used to creates a wall of flames lasting 4 turns (dealing 333 fire damage overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of trap destruction [power 57] (12 cooldown) yew wand of trap destruction [power 57] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (57 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Worm that fucks the Cornac Marauder level 33
76th Haze 123rd year of Ascendancy at 11:44 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Worm that fucks the Cornac Marauder level 46
75th Pyre 124th year of Ascendancy at 17:13 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Worm that fucks the Cornac Marauder level 33
73rd Haze 123rd year of Ascendancy at 10:12 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Worm that fucks the Cornac Marauder level 47
4th Mirth 124th year of Ascendancy at 23:30 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 Worm that fucks the Cornac Marauder level 50
12nd Dusk 124th year of Ascendancy at 20:22 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Worm that fucks the Cornac Marauder level 50
53rd Regrowth 125th year of Ascendancy at 05:26 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Worm that fucks the Cornac Marauder level 14
25th Haze 122nd year of Ascendancy at 17:14 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Worm that fucks the Cornac Marauder level 50
31st Dusk 124th year of Ascendancy at 22:13 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Worm that fucks the Cornac Marauder level 37
45th Regrowth 124th year of Ascendancy at 07:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Worm that fucks the Cornac Marauder level 11
51st Dusk 122nd year of Ascendancy at 15:17 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Worm that fucks the Cornac Marauder level 50
2nd Haze 124th year of Ascendancy at 10:00 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Worm that fucks the Cornac Marauder level 36
40th Regrowth 124th year of Ascendancy at 07:31 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Worm that fucks the Cornac Marauder level 50
13rd Dusk 124th year of Ascendancy at 01:58 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Worm that fucks the Cornac Marauder level 31
59th Haze 123rd year of Ascendancy at 08:51 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Worm that fucks the Cornac Marauder level 50
46th Regrowth 125th year of Ascendancy at 14:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Worm that fucks the Cornac Marauder level 22
39th Regrowth 123rd year of Ascendancy at 00:26 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Worm that fucks the Cornac Marauder level 31
59th Haze 123rd year of Ascendancy at 18:21 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Worm that fucks the Cornac Marauder level 33
71st Haze 123rd year of Ascendancy at 17:12 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Worm that fucks the Cornac Marauder level 50
58th Haze 124th year of Ascendancy at 20:37 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Worm that fucks the Cornac Marauder level 50
2nd Haze 124th year of Ascendancy at 12:34 see stats
Genocide (Insane (Adventure) difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Worm that fucks the Cornac Marauder level 50
14th Regrowth 125th year of Ascendancy at 10:48 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Worm that fucks the Cornac Marauder level 34
8th Allure 124th year of Ascendancy at 17:02 see stats
Huge Appetite (Insane (Adventure) difficulty)
Ate 20 bosses.By Worm that fucks the Cornac Marauder level 50
41st Regrowth 125th year of Ascendancy at 23:04 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 Worm that fucks the Cornac Marauder level 50
12nd Dusk 124th year of Ascendancy at 22:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Worm that fucks the Cornac Marauder level 10
22nd Dusk 122nd year of Ascendancy at 03:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Worm that fucks the Cornac Marauder level 20
78th Haze 122nd year of Ascendancy at 15:26 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Worm that fucks the Cornac Marauder level 30
34th Haze 123rd year of Ascendancy at 20:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Worm that fucks the Cornac Marauder level 40
6th Pyre 124th year of Ascendancy at 07:58 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Worm that fucks the Cornac Marauder level 50
9th Flare 124th year of Ascendancy at 17:09 see stats
Now, this is impressive! (Insane (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Worm that fucks the Cornac Marauder level 50
61st Regrowth 125th year of Ascendancy at 06:34 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Worm that fucks the Cornac Marauder level 50
57th Haze 124th year of Ascendancy at 03:42 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Worm that fucks the Cornac Marauder level 50
24th Dusk 124th year of Ascendancy at 07:48 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Worm that fucks the Cornac Marauder level 20
9th Allure 123rd year of Ascendancy at 23:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Worm that fucks the Cornac Marauder level 36
40th Regrowth 124th year of Ascendancy at 06:30 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Worm that fucks the Cornac Marauder level 15
27th Haze 122nd year of Ascendancy at 00:14 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Worm that fucks the Cornac Marauder level 37
40th Regrowth 124th year of Ascendancy at 20:54 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Worm that fucks the Cornac Marauder level 50
46th Regrowth 125th year of Ascendancy at 14:08 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Worm that fucks the Cornac Marauder level 28
63rd Dusk 123rd year of Ascendancy at 01:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Worm that fucks the Cornac Marauder level 11
23rd Dusk 122nd year of Ascendancy at 21:35 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Worm that fucks the Cornac Marauder level 50
57th Haze 124th year of Ascendancy at 05:29 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Worm that fucks the Cornac Marauder level 50
63rd Regrowth 125th year of Ascendancy at 04:19 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Worm that fucks the Cornac Marauder level 50
46th Regrowth 125th year of Ascendancy at 14:08 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Worm that fucks the Cornac Marauder level 50
42nd Regrowth 125th year of Ascendancy at 21:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Worm that fucks the Cornac Marauder level 6
77th Pyre 122nd year of Ascendancy at 10:22 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Worm that fucks the Cornac Marauder level 39
75th Regrowth 124th year of Ascendancy at 00:33 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Worm that fucks the Cornac Marauder level 26
2nd Dusk 123rd year of Ascendancy at 17:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Worm that fucks the Cornac Marauder level 24
26th Pyre 123rd year of Ascendancy at 06:51 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Worm that fucks the Cornac Marauder level 19
78th Haze 122nd year of Ascendancy at 05:42 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Worm that fucks the Cornac Marauder level 32
71st Haze 123rd year of Ascendancy at 06:31 see stats
Log
Training Dummy is lost in despair!
Worm that fucks's blood frenzy intensifies!
Worm that fucks focuses and gains an extra blow!
Worm that fucks performs a melee critical strike against Training Dummy!
Training Dummy moves reluctantly!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks focuses and gains an extra blow!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks uses Cripple.
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks focuses and gains an extra blow!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks focuses and gains an extra blow!
Worm that fucks performs a melee critical strike against Training Dummy!
Training Dummy is crippled.
Worm that fucks performs a melee critical strike against Training Dummy!
Training Dummy resists the mind attack!
Worm that fucks focuses and gains an extra blow!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks performs a melee critical strike against Training Dummy!
Worm that fucks hits Training Dummy for 1509 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 1691 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 777 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 262 physical, 1527 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 1636 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 633 physical, 673 physical, , , 58 darkness, 24 fire, 41 mind, 8 physical, , , 2807 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 2757 physical, , 58 darkness, 24 fire, 41 mind, 8 physical, , , 1684 physical, 850 physical, , , 58 darkness, 24 fire, 41 mind, 8 physical, , , 13 temporal, 15 fire, 36 fire (30790 total damage).
Bleeding from Worm that fucks hits Training Dummy for 123 physical damage.
Worm that fucks deactivates Total Thuggery.
Worm that fucks no longer revels in blood quite so much.
Worm that fucks deactivates Elemental Harmony.
Worm that fucks deactivates Precision.
