Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Wyrmic |
Level / Exp | 31 / 14% |
Size | medium |
Lifes / Deaths | Killed by Voruldatta the venom drake hatchling at level 14 on the 14th Wealth 122nd year of Ascendancy at 06:43 0 / 8Killed by Voruldatta the venom drake hatchling at level 14 on the 14th Wealth 122nd year of Ascendancy at 09:35 Killed by Poliritira the forest wight at level 24 on the 21st Shortage 122nd year of Ascendancy at 19:57 Killed by Nerusetha the orc summoner at level 25 on the 23rd Shortage 122nd year of Ascendancy at 05:26 Killed by Xurin the elder vampire at level 26 on the 24th Shortage 122nd year of Ascendancy at 07:31 Killed by Adotira the scourge drake hatchling at level 29 on the 2nd Iron 123rd year of Ascendancy at 05:51 Killed by Polilrann the scourge drake hatchling at level 29 on the 2nd Iron 123rd year of Ascendancy at 15:53 Killed by Emelynor the orc master assassin at level 31 on the 7th Iron 123rd year of Ascendancy at 08:05 |
Primary Stats
Strength | 90 (base 60) |
Dexterity | 20 (base 10) |
Constitution | 21 (base 11) |
Magic | 36 (base 30) |
Willpower | 47 (base 44) |
Cunning | 10 (base 10) |
Resources
Equilibrium | 35 |
Life | -76/965 |
Positive | 72/140 |
Stamina | 289/312 |
Soul | 10/10 |
Healing Factor | 1.486387434555 |
Regeneration | 20.941892022767 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Stealth | 19 |
See Invisible | 15 |
Offense: Mainhand
Damage | 138 |
Accuracy | 61 |
Crit Chance | 34% |
APR | 45 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Mind | +24% |
Darkness | +6% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Blight | +10% |
Arcane | +10% |
Fire | +5% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 54.748622207833 (87.462686567164%) |
Defense | 23 |
Ranged Defense | 28 |
Fatigue | 35 |
Physical Save | 59 |
Spell Save | 40 |
Mental Save | 45 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 24%( 70%) |
Physical | + 47%( 70%) |
Cold | + 38%( 70%) |
All | + 5%( 70%) |
Darkness | + 20%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 26%( 70%) |
Fire | + 24%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 34% |
Knockback Resistance | 25% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Disarm Resistance | 54% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 678% 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 Strength 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 physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 movement speed by 690% 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 Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Wild Growth |
talent | Icy Skin |
talent | Raze |
detrimental effect | The target is on fire, taking 21.76 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
beneficial effect | Reduces physical damage received by 31% and provides a 17% chance to ignore critical hits. Juggernaut |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 12% and slowing it by -5% Overwhelming Fear |
beneficial effect | The target is able to burrow into walls, and additionally has 29 more APR and 15% more physical resistance penetration. Burrow |
beneficial effect | A flow of life spins around the target, regenerating 7.64 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Layenn the orc warrior. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivurevena the sandworm. Escort: repented thief (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed faerlhing fang. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within4 lumberjacks have died. | 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 | Bregesin (0 def, 4 armour) Bregesin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +12% mind Changes resistances penetration: +10% arcane / +10% mind Changes damage: +24% mind Silence immunity: +34% Confusion immunity: +35% Stun/Freeze immunity: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Lavazephyr LavazephyrCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances penetration: +5% fire Physical save: +13 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +17 (+6 eff.) Light radius: +6 See stealth: +10 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gunarig (0 def, 5 armour) Gunarig (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +3% Changes stats: +9 Str / +4 Dex / +3 Mag / +4 Con Vim when firing critical spell: +2.00 Maximum life: +10.00 Healing mod.: +10% A cap made of leather. |
On hands | dwarven-steel gauntlets 'Olotir' (0 def, 2 armour) dwarven-steel gauntlets 'Olotir' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 16 physical Changes stats: +3 Str / +3 Con Physical save: +41 (+10 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +30% Maximum life: +50.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Mayiralaith' (dig speed 14 turns) dwarven-steel pickaxe 'Mayiralaith' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str Changes resistances: +7% fire / +7% darkness / +12% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vorissra the steel ring Vorissra the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Mag / +1 Wil Changes resistances penetration: +10% blight Blindness immunity: +20% Stun/Freeze immunity: +24% Life regen: +1.30 Spellpower: +2 (+1 eff.) Infravision radius: +4 See stealth: +9 See invisible: +7 Rings can have magical properties. |
On fingers | Eiliniwen the gold ring Eiliniwen the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +15% acid Critical mult.: +6.00% Stun/Freeze immunity: +33% Life regen: +1.70 Stamina each turn: +0.40 Rings can have magical properties. |
Around neck | Prismreeve the gold amulet Prismreeve the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +10% mind Changes damage: +6% light Critical mult.: +25.00% Confusion immunity: +34% Hate when firing a critical mind attack: +3.00 Amulets can have magical properties. |
In main hand | Flashvengeance the stralite waraxe (33-46.2 power, 5 apr) Flashvengeance the stralite waraxe (33-46.2 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 111% Damage (Melee): +36 insidious poison / +12 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Changes stats: +5 Dex Changes resistances penetration: +5% physical Critical mult.: +10.00% Physical save: +9 (+2 eff.) Life regen: +0.20 One-handed war axes. |
Around waist | 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. |
In off hand | flaming stralite shield of lightning resistance (+15%) (10 def, 2 armour, 49-58.8 power, 142 block) flaming stralite shield of lightning resistance (+15%) (10 def, 2 armour, 49-58.8 power, 142 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +142 Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 13 fire Changes resistances: +15% lightning Talent granted: +4 Block Handheld deflection devices. |
Cloak | Rhaneg the Darkquencher (2 def, 2 armour) Rhaneg the Darkquencher (2 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +33 (+9 eff.) Physical crit. chance: +1.0% Armour: +2 Defense: +2 (+1 eff.) Fatigue: -7% Changes resistances: +9% darkness / +1% physical Changes damage: +6% darkness Critical mult.: +9.00% Only die when reaching: -60.00 life Maximum life: +67.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour of the dragon (4 def, 9 armour) steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +2 Con Changes resistances: +8% acid / +8% physical / +8% fire / +7% cold / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +25% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 262) healing infusion of the warrior (heal 262)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 and cleanse 1 wound and 1 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. |
healing infusion of the wizard (heal 113) healing infusion of the wizard (heal 113)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (24 nature damage, 47% healing reduction) insidious poison infusion of the duelist (24 nature damage, 47% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.71 nature damage per turn for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (783% speed; 6 turns) movement infusion of the warrior (783% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 783% 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 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 sneak (heal 97 over 5 turns) regeneration infusion of the sneak (heal 97 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 97 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. |
regeneration infusion of the sneak (heal 102 over 5 turns) regeneration infusion of the sneak (heal 102 over 5 turns)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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 102 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the titan (heal 131 over 5 turns)regeneration infusion of the titan (heal 131 over 5 turns) 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 458 over 5 turns) regeneration infusion of the warrior (heal 458 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 464 over 5 turns) regeneration infusion of the wizard (heal 464 over 5 turns)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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure physical) wild infusion (resist 12%; cure physical)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 11%; cure magical) wild infusion (resist 11%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 19%; cure magical, physical) wild infusion of the duelist (resist 19%; cure magical, physical)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: 19 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 or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 15%; cure magical) wild infusion of the sneak (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 26%; cure magical) wild infusion of the warrior (resist 26%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 19%; cure physical) wild infusion of the warrior (resist 19%; cure physical)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 28%; cure mental) wild infusion of the wizard (resist 28%; cure mental)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: 20 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 effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 14%; cure magical) wild infusion of the wizard (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (238 acid damage; disarm 5 turns with power 62) acid wave rune of the warrior (238 acid damage; disarm 5 turns with power 62)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 237.51 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 62 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 393 for 4 turns) shielding rune of the warrior (absorb 393 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 393 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 591 for 4 turns) shielding rune of the warrior (absorb 591 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: 16 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 591 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Blazereeve BlazereeveCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +12% darkness / +18% light Changes damage: +9% darkness Talent mastery: +0.22 Wild-gift / Storm drake aspect Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
grounding gold amulet of strength (+2) grounding gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% lightning Stun/Freeze immunity: +27% Amulets can have magical properties. |
restful steel amulet of magic (+4) restful steel amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +0.90 Amulets can have magical properties. |
steel amulet 'Thunderspitter' steel amulet 'Thunderspitter'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes stats: +2 Wil Changes resistances: +3% lightning / +22% temporal Pinning immunity: +46% Knockback immunity: +44% Amulets can have magical properties. |
warrior's gold amulet of dexterity (+5) warrior's gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +8% physical Stamina each turn: +0.40 Amulets can have magical properties. |
Layywyn the copper ring Layywyn the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Dex Changes resistances: +12% acid / +3% darkness / +5% arcane Changes damage: +6% acid Blindness immunity: +15% Rings can have magical properties. |
Terak the steel ring Terak the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +4 Dex Changes resistances: +12% acid Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.58 cold and 12.58 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate =Used 2= Wheel of Fate =Used 2=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 nature / 4 fire Changes stats: +4 Mag / +5 Wil / +9 Cun Changes resistances: +6% fire Changes damage: +12% nature Spellpower: +13 (+6 eff.) Mindpower: +13 (+4 eff.) 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? |
conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Mag Spellpower: +6 (+3 eff.) Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
stralite ring 'Isunor' stralite ring 'Isunor'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to disease Changes stats: +7 Str / +3 Wil / +6 Con Changes resistances: +5% arcane Physical save: +12 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +1.20 Rings can have magical properties. |
Arimatar the stralite mace (45.5-63.7 power, 5 apr) Arimatar the stralite mace (45.5-63.7 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 11% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +15 Changes resistances penetration: +9% physical Mental save: +10 (+4 eff.) Maximum life: +30.00 Maximum stamina: +10.00 Heals friendly targets nearby when you use a nature summon: +20 Blunt and deadly. |
Bleakjeer the stralite mace (43-60.2 power, 5 apr) Bleakjeer the stralite mace (43-60.2 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to inflict 15% damage reduction Changes resistances penetration: +12% acid Changes damage: +3% blight / +12% darkness Life regen: +1.20 Blunt and deadly. |
stralite waraxe 'Korelathachak' (36.5-51.1 power, 6 apr) stralite waraxe 'Korelathachak' (36.5-51.1 power, 6 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +12.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) One-handed war axes. |
Blackstoker BlackstokerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +4 Dex / +10 Con Changes resistances penetration: +15% physical Changes damage: +9% darkness Mental save: +8 (+3 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Coalwing of the Blightspawn Coalwing of the BlightspawnPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +0 Mag / +9 Wil / +7 Cun Changes resistances: +6% acid / +3% fire Changes resistances penetration: +15% acid Changes damage: +9% acid Spell crit. chance: +9% It can be used to create a temporary shield that absorbs 197 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Dridas DridasInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Str / +5 Con Physical save: +5 (+1 eff.) Blindness immunity: +25% Poison immunity: +15% Silence immunity: +20% Confusion immunity: +25% Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
Earyhad EaryhadInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Dex / +5 Mag / +2 Con Maximum life: +47.00 Light radius: +3 A belt that goes around your waist. |
Ereledukan EreledukanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +6 Changes resistances: +9% lightning / +5% temporal Physical save: +9 (+2 eff.) Maximum life: +30.00 Maximum stamina: +10.00 A belt that goes around your waist. |
Turyrain the Fireraider Turyrain the FireraiderCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +4 Dex Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +25% fire Changes damage: +12% arcane Mental crit. chance: +10% A belt that goes around your waist. |
Vorukira VorukiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +9% lightning Stealth bonus: +6 Cut immunity: +15% Pinning immunity: +10% Knockback immunity: +10% A belt that goes around your waist. |
hardened leather belt 'Xanuwen' hardened leather belt 'Xanuwen'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Cun / +4 Dex Changes resistances: +20% nature Physical save: +30 (+7 eff.) Blindness immunity: +10% Knockback immunity: +10% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +13% A belt that goes around your waist. |
Arokira (12 def, 0 armour) Arokira (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Str / +10 Dex Reduces incoming crit damage: 10.00% Physical save: +5 (+1 eff.) Psi when hit: +0.08 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salurada (1 def, 6 armour) Salurada (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +1% physical / +5% arcane / +12% cold Poison immunity: +15% Cut immunity: +15% Disarm immunity: +5% Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starslicer (6 def, 0 armour) Starslicer (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +3% blight / +3% acid Physical save: +6 (+1 eff.) Blindness immunity: +25% Teleport immunity: +10% Only die when reaching: -40.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestmaim the cashmere cloak (2 def, 0 armour) Tempestmaim the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +12% blight / +13% nature / +6% lightning Life regen: +1.80 Maximum psi: +50.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Salatta' (7 def, 0 armour) linen cloak 'Salatta' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +1% physical Physical save: +12 (+3 eff.) Disease immunity: +25% Cut immunity: +10% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeroritha the pair of hardened leather boots (0 def, 3 armour) Aeroritha the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Cun / +5 Wil Reduces incoming crit damage: 15.00% See invisible: +15 Movement speed: +20% A pair of boots made of leather. |
Isledhemira the Mireravager (0 def, 4 armour) Isledhemira the Mireravager (0 def, 4 armour)Requires: - Talent Heavy 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: * Slows global speed by 30% Damage when hit (Melee): 20 darkness Changes stats: +5 Str / +6 Con Changes resistances: +9% darkness / +3% nature Changes damage: +7% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerada the pair of hardened leather boots (13 def, 3 armour) Nerada the pair of hardened leather boots (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+6 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Cun / +5 Dex Changes resistances: +9% acid Mental save: +9 (+3 eff.) Disease immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tarek the pair of dwarven-steel boots (9 def, 10 armour) Tarek the pair of dwarven-steel boots (9 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +10 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -3% Life regen: +0.80 Stamina each turn: +0.80 Maximum life: +42.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Eremanariredor' (0 def, 3 armour) pair of hardened leather boots 'Eremanariredor' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Con Critical mult.: +9.00% Physical save: +38 (+9 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) A pair of boots made of leather. |
pair of iron boots 'Branymas' (6 def, 9 armour) pair of iron boots 'Branymas' (6 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +12 (+3 eff.) Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +2% Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Galirig' (0 def, 1 armour) pair of rough leather boots 'Galirig' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 20% chance to disease Changes resistances: +5% cold / +5% fire Changes resistances penetration: +5% temporal Changes damage: +3% blight / +12% temporal A pair of boots made of leather. |
Ce'Neda the Festerenvy (0 def, 2 armour) Ce'Neda the Festerenvy (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 nature / 8 fire Changes resistances: +9% fire Life regen: +1.10 Stamina each turn: +1.00 Maximum stamina: +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duryruiyon (0 def, 1 armour) Duryruiyon (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% nature / +3% temporal Spell save: +3 (+1 eff.) Poison immunity: +15% Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Alohad' (0 def, 2 armour) dwarven-steel gauntlets 'Alohad' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +9% blight / +6% temporal Spell save: +12 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of sorrow (0 def, 6 armour) heroic dwarven-steel gauntlets of sorrow (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 mind / 19 darkness Mental save: -7 (-2 eff.) Maximum life: +47.00 Mindpower: +3 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Falokalthosus (0 def, 4 armour) Falokalthosus (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Wil / +8 Con Changes resistances: +8% blight Changes resistances penetration: +20% mind Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flameburst the cashmere wizard hat (2 def, 0 armour) Flameburst the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% nature / +12% fire Changes resistances penetration: +15% nature / +5% fire Changes damage: +12% fire Equilibrium when hit: +1.40 Psi when hit: +1.10 Hate when hit: +1.20 A pointy cloth hat, very wizardly... |
Kindlerot (0 def, 1 armour) Kindlerot (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes resistances: +21% acid / +7% cold Changes damage: +3% light Allows you to breathe in: water A cap made of leather. |
Polarin the linen wizard hat (1 def, 0 armour) Polarin the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +6% light Physical save: +6 (+1 eff.) Spell save: +3 (+1 eff.) Healing mod.: +10% A pointy cloth hat, very wizardly... |
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 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 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. |
linen wizard hat 'Breezeglory' (1 def, 0 armour) linen wizard hat 'Breezeglory' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Mag Changes resistances: +16% lightning / +6% nature Changes resistances penetration: +5% nature Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat (2 def, 0 armour)shielding cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Spell save: +10 (+4 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Cyrytira' (3 def, 12 armour) dwarven-steel mail armour 'Cyrytira' (3 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes resistances: +21% lightning Stun/Freeze immunity: +15% Life regen: +1.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 40% Wil, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
stralite shield of cold resistance (+21%) (10 def, 2 armour, 49.5-59.4 power, 149.5 block) stralite shield of cold resistance (+21%) (10 def, 2 armour, 49.5-59.4 power, 149.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +150 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +21% cold Talent granted: +4 Block Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1121 alchemist agate 1121 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Branyradur (dig speed 38 turns) Branyradur (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Wil / +4 Cun Changes resistances: +11% nature Changes damage: +6% nature See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Halysablek (dig speed 37 turns) Halysablek (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +18% cold / +9% nature / +6% fire Mental save: +6 (+2 eff.) Disarm immunity: +40% Pinning immunity: +15% Knockback immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Branynarikath' (dig speed 32 turns) dwarven-steel pickaxe 'Branynarikath' (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +12% nature Changes damage: +7% nature / +6% mind Equilibrium when hit: +0.44 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Carrionshaper' (dig speed 14 turns) dwarven-steel pickaxe 'Carrionshaper' (dig speed 14 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +2 Cun / +2 Str Changes resistances: +10% nature / +6% lightning Changes damage: +6% nature / +3% lightning Maximum life: +25.00 Maximum stamina: +15.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Emeda' (dig speed 19 turns) iron pickaxe 'Emeda' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Str Changes resistances: +3% mind Changes resistances penetration: +25% arcane Changes damage: +12% mind / +7% fire Mental save: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isotta IsottaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% fire Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Lustreblow' brass lantern 'Lustreblow'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% light / +9% lightning Disease immunity: +15% Confusion immunity: +5% Maximum life: +43.00 Light radius: +2 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. |
brass lantern 'Zuberiwen' brass lantern 'Zuberiwen'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Cun / +4 Str Changes resistances: +9% darkness Physical save: +6 (+1 eff.) Light radius: +4 Healing mod.: +10% 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. |
dwarven lantern 'Nerymira' dwarven lantern 'Nerymira'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes resistances: +15% light / +6% blight Changes resistances penetration: +10% blight Changes damage: +13% darkness Damage affinity(heal): +5% darkness Mental save: +19 (+7 eff.) Mindpower: +18 (+6 eff.) Mental crit. chance: +18% Light radius: +4 Infravision radius: +4 See invisible: +15 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 87.50 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
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. |
Layyrayatha the Squalorpyre [power 40] (25/30 cooldown) Layyrayatha the Squalorpyre [power 40] (25/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +15% nature / +9% fire Changes damage: +15% nature / +9% fire It can be used to teleport randomly (rad 40), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Lisebeth' [power 40] (25/20 cooldown) yew totem of thorny skin 'Lisebeth' [power 40] (25/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Cun / +8 Wil Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +6% mind 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 20 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ruinous Power the Drem Wyrmic level 28
29th Shortage 122nd year of Ascendancy at 17:53 see stats
By Ruinous Power the Drem Wyrmic level 28
27th Shortage 122nd year of Ascendancy at 20:55 see stats
By Ruinous Power the Drem Wyrmic level 11
10th Profit 122nd year of Ascendancy at 01:26 see stats
By Ruinous Power the Drem Wyrmic level 21
6th Shortage 122nd year of Ascendancy at 06:20 see stats
By Ruinous Power the Drem Wyrmic level 25
22nd Shortage 122nd year of Ascendancy at 11:39 see stats
By Ruinous Power the Drem Wyrmic level 10
2nd Profit 122nd year of Ascendancy at 08:15 see stats
By Ruinous Power the Drem Wyrmic level 20
2nd Shortage 122nd year of Ascendancy at 08:14 see stats
By Ruinous Power the Drem Wyrmic level 30
3rd Iron 123rd year of Ascendancy at 02:04 see stats
By Ruinous Power the Drem Wyrmic level 13
8th Wealth 122nd year of Ascendancy at 22:48 see stats
By Ruinous Power the Drem Wyrmic level 29
2nd Iron 123rd year of Ascendancy at 00:08 see stats
By Ruinous Power the Drem Wyrmic level 18
25th Loss 122nd year of Ascendancy at 06:25 see stats
By Ruinous Power the Drem Wyrmic level 31
7th Iron 123rd year of Ascendancy at 08:05 see stats
By Ruinous Power the Drem Wyrmic level 9
3rd Acquisition 122nd year of Ascendancy at 23:02 see stats
By Ruinous Power the Drem Wyrmic level 12
28th Profit 122nd year of Ascendancy at 23:31 see stats
By Ruinous Power the Drem Wyrmic level 21
6th Shortage 122nd year of Ascendancy at 00:53 see stats
By Ruinous Power the Drem Wyrmic level 15
43rd Dearth 122nd year of Ascendancy at 17:31 see stats
By Ruinous Power the Drem Wyrmic level 29
2nd Iron 123rd year of Ascendancy at 15:53 see stats
By Ruinous Power the Drem Wyrmic level 27
27th Shortage 122nd year of Ascendancy at 01:11 see stats
Log
Ruinous Power's infective darkness area effect hits Stone troll for 13 darkness damage.
Raze hits Emelynor the orc master assassin for 8 darkness damage.
Raze hits Stone troll for 8 darkness damage.
Insidious Poison from Ruinous Power hits Emelynor the orc master assassin for 5 nature damage.
Raze hits Emelynor the orc master assassin for 8 darkness damage.
Ruinous Power is not disabled anymore.
Burning from Polilrann the stone troll hits Ruinous Power for 17 fire damage.
Emelynor the orc master assassin casts Moonlight Ray.
Emelynor the orc master assassin's spell attains critical power!
Emelynor the orc master assassin is afflicted by a weakness disease!
Stone troll is afflicted by a weakness disease!
Emelynor the orc master assassin hits Ruinous Power for 452 darkness damage.
Emelynor the orc master assassin's light area effect hits Ruinous Power for 75 light damage.
Ruinous Power's infective darkness area effect hits Emelynor the orc master assassin for 13 darkness damage.
Ruinous Power's infective darkness area effect hits Stone troll for 13 darkness damage.
Raze hits Emelynor the orc master assassin for 8 darkness damage.
Raze hits Stone troll for 8 darkness damage.
Emelynor the orc master assassin speeds up.
Weakness Disease from Ruinous Power hits Emelynor the orc master assassin for 2 blight damage.
Weakness Disease from Ruinous Power hits Stone troll for 2 blight damage.
Insidious Poison from Ruinous Power hits Emelynor the orc master assassin for 5 nature damage.
Raze hits Stone troll for 8 darkness damage.
Raze hits Emelynor the orc master assassin for 8 darkness, 8 darkness (17 total damage).
Ruinous Power uses Wing Buffet.
Ruinous Power performs a melee critical strike against Emelynor the orc master assassin!
Emelynor the orc master assassin is knocked back!
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: orc heart (1).
Saving game...