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 Roguelike |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 37 / 20% |
Size | huge |
Lifes / Deaths | Killed by Layurevea the corrupted mastocytic feeder at level 37 on the 44th Regrowth 123rd year of Ascendancy at 05:56 / 2Killed by Voreldata the Blightborn at level 37 on the 44th Regrowth 123rd year of Ascendancy at 06:17 |
Antimagic | Follower |
Primary Stats
Strength | 125.54 (base 60) |
Dexterity | 26.681473011498 (base 34) |
Constitution | 15 (base 10) |
Magic | 15 (base 10) |
Willpower | 80.54 (base 60) |
Cunning | 23 (base 13) |
Resources
Life | -463/1097 |
Hate | 99/100 |
Equilibrium | 0 |
Healing Factor | 1.4405405405405 |
Regeneration | 2.0887837837837 |
Speed
Mental | +37.467786745468% |
Attack | 0% |
Movement | +234.44663431037% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 23.074207531484 |
See Invisible | 35.074207531485 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 178 |
Accuracy | 57 |
Crit Chance | 42% |
APR | 55 |
Speed | 0.65 |
Offense: Offhand
Damage | 80 |
Accuracy | 57 |
Crit Chance | 41% |
APR | 54 |
Speed | 0.73 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Nature | +21% |
Temporal | +9% |
Physical | +22% |
Arcane | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Arcane | +15% |
Physical | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 77.723073231957 (93.924050632911%) |
Defense | 42 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 14%( 70%) |
Arcane | -16%( 70%) |
Cold | + 23%( 70%) |
All | -16%( 70%) |
Lightning | -6%( 70%) |
Temporal | -2%( 70%) |
Darkness | -16%( 70%) |
Physical | + 19%( 70%) |
Fire | + 4%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 6 for 10 turns. While Heroism is active, you will only die when reaching -411 life. 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Gloom |
talent | Stalk |
detrimental effect | Fatigue from poor sleep, dealing 49.61 mind damage per turn. Restless Night |
detrimental effect | The target is hexed, granting it 50% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | Increases your three highest stats by 6 and keeps you from dying even if your life drops to -394. Heroism |
beneficial effect | The target is wide awake and has 9% resistance to sleep effects. Insomnia |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is rampaging! (+234% movement speed, +37% attack speed, +12% physical damage, +6 physical save, +6 mental save, 56/56 damage shrugged off this turn) Rampaging |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | You gain 40% resistance against nature. Resolve |
detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 35.69 blight damage per turn. Decrepitude Disease |
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 |
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 |
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 failed to protect the injured seer from death by Neritha the skeleton warrior. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Vorugamina the skeleton master archer. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost tinker from death by brittle clear ooze. Escort: lost tinker (level 3 of Dreadfell) | failed |
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 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Lisogatta the copperhead snake. Escort: repented thief (level 3 of Trollmire) | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
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. You have been shown a secret entrance to his stronghold. | 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 the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * You've found the needed green worm. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
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 | Layevea (5 def, 10 armour) Layevea (5 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +1 Wil Changes resistances: +6% cold / +7% fire Grants telepathy: Dragon Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Ce'Nunne' alchemist's lamp 'Ce'Nunne'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Grants telepathy: Demon/Minor Demon/Major Life regen: +0.80 Only die when reaching: -60.00 life Maximum psi: +40.00 Light radius: +6 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Filthspike the cashmere wizard hat (2 def, 0 armour) Filthspike 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.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 20 temporal Changes resistances penetration: +15% nature Changes damage: +6% nature / +9% temporal Equilibrium when hit: +1.80 Psi when hit: +1.90 Hate when hit: +1.80 A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 151.41 arcane damage and stunned), costing 100 power out of 55/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Glimille (dig speed 25 turns) Glimille (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Critical mult.: +12.00% Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Life regen: +0.40 Maximum life: +110.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's stralite ring of pilfering sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Changes stats: +8 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | 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. |
Around neck | Beidir the gold amulet Beidir the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +13 Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +10 Lck / +5 Wil Changes resistances: +6% blight Changes resistances penetration: +15% arcane / +20% blight Changes damage: +3% arcane Critical mult.: +13.00% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
In main hand | Korudunagorn (Shrouds) (42-58.8 power, 6 apr) Korudunagorn (Shrouds) (42-58.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +4 mind / +4 temporal Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +24 Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex Changes resistances: +12% temporal Changes resistances penetration: +10% physical Changes damage: +10% physical Critical mult.: +14.00% Curse of Shrouds 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 | stralite waraxe 'Corpselady' (Shrouds) (31-43.4 power, 5 apr) stralite waraxe 'Corpselady' (Shrouds) (31-43.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Burst (radius 1) on hit: +16 nature When wielded/worn: Physical crit. chance: +13.0% Changes stats: +5 Str / +7 Mag Reduces incoming crit damage: 15.00% See invisible: +12 Curse of Shrouds One-handed war axes. |
Cloak | Fulorand the cashmere cloak (11 def, 6 armour) Fulorand the cashmere cloak (11 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Defense: +11 (+4 eff.) Changes stats: +4 Wil / +2 Cun / +3 Con Changes resistances: +2% physical Critical mult.: +15.00% Physical save: +10 (+3 eff.) Equilibrium when hit: +0.16 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. |
Main armor | Hellsbreacher (7 def, 30 armour) Hellsbreacher (7 def, 30 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes resistances: +32% acid / +10% physical / +8% cold / +10% fire / +9% lightning Changes damage: +15% nature / +6% fire A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 234) healing infusion of the psychic (heal 234)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 234 and cleanse 1 wound and 1 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 321) healing infusion of the warrior (heal 321)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 321 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 warrior (heal 324) healing infusion of the warrior (heal 324)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 instantly heal yourself for 324 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 warrior (heal 338) healing infusion of the warrior (heal 338)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 instantly heal yourself for 338 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. |
movement infusion (344% speed; 5 turns) movement infusion (344% speed; 5 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 344% 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. 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 psychic (704% speed; 6 turns) movement infusion of the psychic (704% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% 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 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. |
movement infusion of the titan (597% speed; 6 turns) movement infusion of the titan (597% 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% 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 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. |
movement infusion of the titan (502% speed; 4 turns) movement infusion of the titan (502% speed; 4 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (468% speed; 7 turns) movement infusion of the titan (468% 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% 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 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. |
movement infusion of the titan (503% speed; 4 turns) movement infusion of the titan (503% speed; 4 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (794% speed; 5 turns) movement infusion of the warrior (794% speed; 5 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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 794% 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. 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 295 over 5 turns) regeneration infusion of the duelist (heal 295 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 295 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. |
regeneration infusion of the psychic (heal 379 over 5 turns) regeneration infusion of the psychic (heal 379 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 533 over 5 turns) regeneration infusion of the psychic (heal 533 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 636 over 5 turns) regeneration infusion of the warrior (heal 636 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 636 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. |
wild infusion of the duelist (resist 16%; cure mental) wild infusion of the duelist (resist 16%; cure mental)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: 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 mental effect and reduce all damage taken by 16% for 4 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 duelist (resist 24%; cure physical) wild infusion of the duelist (resist 24%; cure physical)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 cure yourself of one random physical effect and reduce all damage taken by 24% for 4 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 psychic (resist 22%; cure magical) wild infusion of the psychic (resist 22%; cure magical)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: 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 magical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (resist 21%; cure magical) wild infusion of the psychic (resist 21%; cure magical)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: 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 23%; cure magical) wild infusion of the sneak (resist 23%; cure magical)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: 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 magical effect and reduce all damage taken by 23% 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 sneak (resist 19%; cure mental) wild infusion of the sneak (resist 19%; cure mental)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 cure yourself of one random mental effect and reduce all damage taken by 19% for 7 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 titan (resist 12%; cure mental) wild infusion of the titan (resist 12%; cure mental)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: 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 mental effect and reduce all damage taken by 12% for 5 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. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 23%; cure magical) wild infusion of the warrior (resist 23%; cure magical)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: 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 23% for 5 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 18%; cure magical) wild infusion of the wizard (resist 18%; cure magical)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 cure yourself of one random magical effect and reduce all damage taken by 18% 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. |
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. |
Blindwinnow of the Blightspawn Blindwinnow of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects when hit in melee: * 25% chance to inflict 15% damage reduction * 20% chance to disease Changes resistances: +21% lightning / +27% mind Changes resistances penetration: +10% mind Changes damage: +9% physical Spell save: +9 (+3 eff.) Confusion immunity: +37% Stun/Freeze immunity: +47% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +4 (+2 eff.) Combat speed: +10% Amulets can have magical properties. |
Dourstinger DourstingerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Dex Changes resistances: +16% lightning Changes resistances penetration: +15% darkness Changes damage: +12% darkness Physical save: +9 (+3 eff.) Stun/Freeze immunity: +26% Stamina each turn: +0.40 Maximum life: +30.00 Amulets can have magical properties. |
Morningreign MorningreignInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +3% light Changes resistances penetration: +5% acid Changes damage: +3% acid / +12% light Cut immunity: +40% Light radius: +1 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Porothra the gold amulet Porothra the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun / +7 Con Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.36 Maximum psi: +50.00 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 17% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Umbrastreaker UmbrastreakerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 20 darkness Changes stats: +6 Lck Changes resistances: +3% darkness Changes damage: +18% mind Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Bleakkin' gold amulet 'Bleakkin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 blight Changes resistances: +6% darkness Changes resistances cap: +5% all Changes resistances penetration: +25% blight / +25% darkness Changes damage: +12% darkness / +15% blight Physical save: +15 (+5 eff.) Amulets can have magical properties. |
gold amulet 'Saloba' gold amulet 'Saloba'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Lck / +4 Con Changes resistances: +12% lightning / +3% cold Talent mastery: +0.18 Cursed / Fears Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
gold amulet 'Turomnir' gold amulet 'Turomnir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +18% lightning / +15% fire / +9% light / +6% cold Reduces incoming crit damage: 15.00% Spell save: +30 (+10 eff.) Blindness immunity: +25% Stun/Freeze immunity: +10% Amulets can have magical properties. |
stralite amulet 'Sootbreacher' stralite amulet 'Sootbreacher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +15% darkness Changes resistances penetration: +25% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Amulets can have magical properties. |
voratun amulet 'Lightstoker' voratun amulet 'Lightstoker'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Mag / +4 Wil Changes damage: +6% temporal / +6% light / +6% darkness / +6% arcane / +7% physical Talent mastery: +0.36 Cursed / Cursed aura Mental save: +10 (+3 eff.) Confusion immunity: +18% Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Mindpower: +12 (+4 eff.) Light radius: +1 Amulets can have magical properties. |
Aryserathra AryserathraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Changes resistances: +15% physical Changes damage: +12% mind / +15% physical Mental save: +15 (+5 eff.) Disarm immunity: +34% Pinning immunity: +36% Knockback immunity: +44% Psi when hit: +0.12 Maximum life: +34.00 Maximum vim: +20.00 Spellpower: +4 (+2 eff.) Rings can have magical properties. |
Blindwrack BlindwrackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Con Changes resistances penetration: +10% light Critical mult.: +15.00% Physical save: +8 (+3 eff.) Maximum psi: +10.00 Mental crit. chance: +2% Light radius: +3 Rings can have magical properties. |
Coaltickler of the Blightspawn Coaltickler of the BlightspawnInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 20% chance to inflict 15% damage reduction * 26% chance to disease Changes stats: +7 Str / +7 Con Changes resistances: +30% lightning / +14% mind / +6% darkness Changes resistances penetration: +15% mind Changes damage: +15% lightning / +14% mind Spell save: +30 (+10 eff.) Mindpower: +2 (+0 eff.) Rings can have magical properties. |
Emira the steel ring Emira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -6% Changes resistances: +6% mind Maximum encumbrance: +25 Mental save: +6 (+2 eff.) Blindness immunity: +10% Disease immunity: +40% Teleport immunity: +10% Rings can have magical properties. |
Erugen ErugenCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +4 Cun / +2 Wil Changes resistances: +3% light Physical save: +10 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Glitterrock the gold ring Glitterrock the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +2 Mag / +3 Wil Changes damage: +15% light / +12% arcane / +6% all Critical mult.: +25.00% Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Kindlebraid the steel ring Kindlebraid the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% light / +6% lightning Changes resistances penetration: +10% lightning / +25% light Changes damage: +12% light Stun/Freeze immunity: +26% Life regen: +1.90 Light radius: +3 Rings can have magical properties. |
Strikerace StrikeraceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +46% lightning / +9% temporal Changes damage: +26% lightning / +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Thunderserpent the gold ring Thunderserpent the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 16 lightning Changes stats: +4 Str Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +25% darkness Changes damage: +12% lightning Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
gold ring 'Nightshear' gold ring 'Nightshear'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Cun Changes resistances penetration: +10% mind Changes damage: +6% mind Critical mult.: +15.00% Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +10.00 Mindpower: +4 (+1 eff.) 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: +4 (+2 eff.) Changes stats: +2 Cun 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: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's gold ring of clarity rogue's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Mental save: +8 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
rogue's gold ring of perseverance rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +28% Life regen: +1.60 Rings can have magical properties. |
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: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
sneakthief's gold ring of clarity sneakthief's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +4 Dex Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) Changes stats: +5 Con Physical save: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Swordbreaker (Misfortune) (25-32.5 power, 20 apr) Swordbreaker (Misfortune) (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Aeronn (Corpses) (52.5-78.75 power, 3 apr) Aeronn (Corpses) (52.5-78.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +24 darkness Burst (radius 2) on crit: +23 fire Damage against: +24% Living When wielded/worn: Armour penetration: +16 Physical crit. chance: +17.0% Changes stats: +1 Mag Changes resistances penetration: +19% fire Changes damage: +3% physical Critical mult.: +29.00% Spell save: +3 (+1 eff.) Only die when reaching: -60.00 life Global speed: +6% Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Massive two-handed mauls. |
Eilinevea (Nightmares) (63.5-101.6 power, 4 apr) Eilinevea (Nightmares) (63.5-101.6 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target Damage (Melee): +12 mind When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +17 Defense: +17 (+6 eff.) Damage when hit (Melee): 20 nature slow Changes resistances: +3% blight / +3% darkness / +5% arcane / +6% nature Changes resistances penetration: +16% physical Disarm immunity: +64% Curse of Nightmares Massive two-handed swords. |
Balomnir the dragonbone longbow (Madness) Balomnir the dragonbone longbow (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +45 fire When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +1% physical Changes resistances penetration: +38% physical Changes damage: +50% fire / +32% physical Physical save: +9 (+3 eff.) Stamina each turn: +0.40 Maximum life: +20.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
Bleakslicer of the Blightspawn (Corpses) Bleakslicer of the Blightspawn (Corpses)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Netherblast (20% chance level 4). Damage (Ranged): +20 cold Burst (radius 1) on hit: +2 lightning When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +6 Str Changes damage: +6% lightning / +30% physical / +9% blight / +24% cold / +9% arcane Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Maximum vim: +30.00 Spell crit. chance: +2% Talent on hit(spell): Netherblast (20% chance level 4). Curse of Corpses Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Polaldata' (Madness) elven-wood longbow 'Polaldata' (Madness)Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +14 fire When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +8.0% Changes stats: +2 Con Changes resistances penetration: +17% fire / +27% physical Changes damage: +29% physical Mana when firing critical spell: +2.00 Maximum mana: +20.00 Light radius: +3 Global speed: +8% Defense after a teleport: +5 Curse of Madness Longbows are used to shoot arrows at your foes. |
Haradogorn the stralite longsword (Corpses) (46.5-65.1 power, 5 apr) Haradogorn the stralite longsword (Corpses) (46.5-65.1 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Damage when hit (Melee): 16 physical Changes stats: +9 Con Life regen: +0.60 Maximum life: +40.00 Curse of Corpses Sharp, long, and deadly. |
dwarven-steel longsword 'Cyroseribeth' (Corpses) (25.5-35.7 power, 4 apr) dwarven-steel longsword 'Cyroseribeth' (Corpses) (25.5-35.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +4.0% Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical / +15% temporal Changes damage: +8% physical Life regen: +0.60 Only die when reaching: -40.00 life Curse of Corpses Sharp, long, and deadly. |
Coalstreaker of the Blightspawn (Shrouds) (39.5-55.3 power, 5 apr) Coalstreaker of the Blightspawn (Shrouds) (39.5-55.3 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +18 insidious poison / +17 temporal / +34 nature When wielded/worn: Reduces incoming crit damage: 10.00% Spell save: +30 (+10 eff.) Disease immunity: +20% Knockback immunity: +15% Talent on hit(spell): Netherblast (20% chance level 4). Curse of Shrouds Blunt and deadly. |
Hatheratir (Shrouds) (27.5-38.5 power, 4 apr) Hatheratir (Shrouds) (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +31 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun Changes resistances: +3% temporal Critical mult.: +10.00% Spell save: +39 (+13 eff.) Mental save: +30 (+10 eff.) Curse of Shrouds Blunt and deadly. |
Olekhad the dwarven-steel mace (Shrouds) (29-40.6 power, 4 apr) Olekhad the dwarven-steel mace (Shrouds) (29-40.6 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+3 eff.) Changes resistances: +9% mind Changes resistances penetration: +20% mind Changes damage: +6% mind / +15% temporal Disarm immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Blunt and deadly. |
dwarven-steel mace 'Tarrumaran' (Corpses) (28.5-39.9 power, 4 apr) dwarven-steel mace 'Tarrumaran' (Corpses) (28.5-39.9 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage against: +11% Unnatural When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 8 mind / 12 acid Changes stats: +3 Wil Changes damage: +12% acid Disarm immunity: +26% Curse of Corpses Blunt and deadly. |
Bethuwe the pulsing mindstar (Nightmares) (12-13.2 power, 32 apr, nature damage) Bethuwe the pulsing mindstar (Nightmares) (12-13.2 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. This purifying mindstar will cleanse other mindstars. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 7 arcane resource burn Changes resistances: +12% acid / +8% arcane / +3% darkness / +3% lightning Changes resistances penetration: +6% arcane Changes damage: +6% arcane Teleport immunity: +10% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% Activating this item is instant. Curse of Nightmares It can be used to activate talent Destroy Magic, 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: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling 'Tulorezor' (Corpses) drakeskin leather sling 'Tulorezor' (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +13 cold Burst (radius 1) on hit: +4 mind When wielded/worn: Ammo reloads per turn: +3 Changes stats: +2 Dex / +7 Mag / +1 Cun Changes resistances penetration: +7% temporal / +5% mind / +8% physical Changes damage: +7% temporal / +16% cold / +11% physical Talent mastery: +0.10 Chronomancy / Bow Threading Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Belyriata (Misfortune) (19.5-27.3 power, 4 apr) Belyriata (Misfortune) (19.5-27.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes stats: +2 Cun / +2 Str Changes resistances: +6% nature Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Curse of Misfortune One-handed war axes. |
Fogwhisper of the Blightspawn (Corpses) (29-40.6 power, 5 apr) Fogwhisper of the Blightspawn (Corpses) (29-40.6 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +13 (+5 eff.) Damage when hit (Melee): 12 arcane Changes stats: +5 Str / +1 Mag / +15 Wil / -15 Cun Changes damage: +11% physical Spell save: +30 (+10 eff.) Disarm immunity: +37% Stamina when hit: +1.40 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Curse of Corpses One-handed war axes. |
Xerogaldath (Misfortune) (31-43.4 power, 5 apr) Xerogaldath (Misfortune) (31-43.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Burst (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 mind / 12 blight Changes resistances penetration: +15% blight / +25% mind Changes damage: +15% mind / +18% blight Curse of Misfortune One-handed war axes. |
Blazehunt the hardened leather belt Blazehunt the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+6 eff.) Changes stats: +6 Dex / +6 Cun / +3 Con Changes resistances: +9% fire Changes damage: +18% fire Grants telepathy: Dragon Stealth bonus: +9 Infravision radius: +2 A belt that goes around your waist. |
Duathelraider the hardened leather belt Duathelraider the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes resistances: +30% acid Changes resistances penetration: +10% acid Reduced damage from: +26% Summoned A belt that goes around your waist. |
hardened leather belt 'Yvobrevea' hardened leather belt 'Yvobrevea'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Wil / +9 Cun / +8 Lck Changes resistances: +9% lightning / +10% temporal Trap disarming bonus: +6 Stealth bonus: +8 Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +5% Teleport immunity: +10% Maximum life: +82.00 Mindpower: +2 (+0 eff.) Infravision radius: +5 A belt that goes around your waist. |
rough leather belt 'Sunradiance' rough leather belt 'Sunradiance'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Wil / +1 Cun Changes resistances: +6% lightning / +6% temporal / +6% light Grants telepathy: Dragon Light radius: +1 A belt that goes around your waist. |
Duathelparry the cashmere cloak (2 def, 0 armour) Duathelparry the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes damage: +9% darkness / +12% mind Critical mult.: +22.00% Stealth bonus: +9 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+1 eff.) Mental 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. |
Zubudawe (7 def, 0 armour) Zubudawe (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +7 (+3 eff.) Changes stats: +4 Str / +2 Con Changes damage: +9% physical Physical save: +5 (+2 eff.) Life regen: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Beerin' (2 def, 8 armour) cashmere cloak 'Beerin' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +18% cold Reduces incoming crit damage: 15.00% Physical save: +30 (+10 eff.) Maximum stamina: +10.00 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of the guardian (8 def, 5 armour) marshal's cashmere cloak of the guardian (8 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Con Physical save: +22 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Maximum life: +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aledas the pair of dwarven-steel boots (0 def, 4 armour) Aledas the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +5% arcane / +3% physical Changes damage: +6% acid Spell save: +3 (+1 eff.) Knockback immunity: +20% Teleport immunity: +10% Life regen: +2.60 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremehek (0 def, 3 armour) Eremehek (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +1 Str / +8 Dex / +6 Lck Changes resistances: +5% arcane Changes damage: +6% physical Stealth bonus: +6 Only die when reaching: -20.00 life Maximum stamina: +10.00 A pair of boots made of leather. |
Samoyahad the Shimmergrit (0 def, 3 armour) Samoyahad the Shimmergrit (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +8 Str / +7 Con Changes resistances: +12% lightning / +15% temporal Changes resistances penetration: +20% lightning / +20% mind Changes damage: +6% lightning / +8% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. A pair of boots made of leather. |
Xanunor the pair of drakeskin leather boots (14 def, 5 armour) Xanunor the pair of drakeskin leather boots (14 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+5 eff.) Fatigue: +5% Changes stats: +7 Str / +7 Con Changes resistances: +3% darkness / +6% lightning Changes resistances penetration: +20% mind Changes damage: +9% physical Physical save: +12 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 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. A pair of boots made of leather. |
Zefast (0 def, 4 armour) Zefast (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str / +5 Dex / +2 Con Only die when reaching: -80.00 life Maximum life: +30.00 Maximum stamina: +10.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Nimbusbrand' (0 def, 4 armour) pair of dwarven-steel boots 'Nimbusbrand' (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: * 20% chance to disease Changes resistances: +18% blight / +8% fire / +9% cold Changes resistances penetration: +10% lightning / +10% blight 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 'Camuyarim' (0 def, 7 armour) pair of rough leather boots 'Camuyarim' (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +7 Fatigue: +1% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +5% Healing mod.: +10% A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Grinolin the Blindnight (0 def, 2 armour) Grinolin the Blindnight (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +3 Cun / +1 Wil Critical mult.: +10.00% Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% Heals friendly targets nearby when you use a nature summon: +10 Metal gloves protecting the hands up to the middle of the lower arm. |
Willowvein (0 def, 2 armour) Willowvein (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes resistances: +18% acid / +3% darkness / +6% light / +9% lightning Changes resistances penetration: +25% nature Changes damage: +6% nature Critical mult.: +11.00% Spell save: +12 (+4 eff.) Spell crit. chance: +11% Mental crit. chance: +14% Metal gloves protecting the hands up to the middle of the lower arm. |
Yvimira the Stormedge (0 def, 1 armour) Yvimira the Stormedge (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +18% lightning Changes damage: +4% lightning Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Strikethorn' (0 def, 2 armour) dwarven-steel gauntlets 'Strikethorn' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Changes stats: +2 Cun / +7 Con Changes resistances: +8% cold Changes damage: +6% lightning / +8% cold Light radius: +2 Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour) naturalist's rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Airtorrent' (0 def, 1 armour) rough leather gloves 'Airtorrent' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Damage when hit (Melee): 4 lightning Changes damage: +9% mind Grants telepathy: Dragon Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) steady drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Changes stats: +4 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +31% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Deepswyrd the dwarven-steel helm (0 def, 4 armour) Deepswyrd the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun Changes resistances: +17% cold Changes resistances penetration: +20% darkness Changes damage: +30% mind Allows you to breathe in: water Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Fulizilarin' (2 def, 0 armour) cashmere wizard hat 'Fulizilarin' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun Changes resistances: +8% cold / +9% fire Changes damage: +3% arcane Critical mult.: +15.00% Mental save: +7 (+2 eff.) Psi each turn: +0.24 Spell crit. chance: +2% Mindpower: +2 (+0 eff.) Mental crit. chance: +4% Damage Shield penetration: +30% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Mayarebeth' (2 def, 4 armour) cashmere wizard hat 'Mayarebeth' (2 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +12% blight / +6% light / +6% acid Changes resistances penetration: +10% arcane Changes damage: +3% arcane Equilibrium when hit: +1.20 Psi when hit: +1.30 Hate when hit: +1.50 Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Kheliromivon' (0 def, 4 armour) dwarven-steel helm 'Kheliromivon' (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: +4 Fatigue: +0% Changes stats: +5 Str / +7 Dex / +4 Cun / +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Darkfiend' (0 def, 1 armour) rough leather cap 'Darkfiend' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +7 Dex Changes resistances: +6% cold / +6% fire Changes resistances penetration: +5% darkness Stamina each turn: +0.40 Maximum life: +10.00 A cap made of leather. |
Eremedur (5 def, 21 armour) Eremedur (5 def, 21 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 15 physical Changes resistances: +19% acid / +9% physical / +11% fire / +21% cold / +5% lightning Changes damage: +9% mind / +9% temporal Allows you to breathe in: water Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Eilinytta the stralite plate armour (32 def, 26 armour) Eilinytta the stralite plate armour (32 def, 26 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +26 Defense: +32 (+11 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +23% lightning Changes resistances penetration: +15% temporal Changes damage: +15% temporal Mental save: +38 (+13 eff.) A suit of armour made of metal plates. |
Xybeth the iron plate armour (3 def, 9 armour) Xybeth the iron plate armour (3 def, 9 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +3 Dex Changes resistances: +6% acid / +7% cold Changes resistances penetration: +15% arcane Changes damage: +9% arcane Allows you to breathe in: water Mana when firing critical spell: +5.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +5% physical / +8% fire / +7% cold / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +24% A suit of armour made of metal plates. |
11 agate 11 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. |
1014 alchemist agate 1014 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. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
14 opal 14 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lelidunablek the iron pickaxe (dig speed 30 turns) Lelidunablek the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances penetration: +15% physical Critical mult.: +10.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+0 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Noonsmash the dwarven-steel pickaxe (dig speed 23 turns) Noonsmash the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness Changes damage: +3% light Damage affinity(heal): +15% darkness Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Critical mult.: +15.00% Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +1.00 Infravision radius: +5 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. |
Yaryrion the iron pickaxe (dig speed 38 turns) Yaryrion the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Str / +2 Wil / +3 Cun Changes resistances: +11% nature Changes damage: +6% nature Equilibrium when hit: +0.04 Mindpower: +10 (+3 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Daynail the brass lantern Daynail the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 acid Changes resistances penetration: +10% light Changes damage: +3% light / +12% acid Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide 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 (135 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Umbrabender' brass lantern 'Umbrabender'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Wil Changes resistances: +12% mind Changes resistances penetration: +5% mind Changes damage: +12% mind / +3% darkness 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. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
5 garnet 5 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. |
Tempestjeer the steel torque of kinetic psionic shield [power 49] (7/20 cooldown) Tempestjeer the steel torque of kinetic psionic shield [power 49] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% lightning Changes damage: +12% lightning It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield [power 23] (7/20 cooldown) iron torque of kinetic psionic shield [power 23] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 107] (7/20 cooldown) stralite torque of kinetic psionic shield [power 107] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (7/13 cooldown) supercharged steel torque of clear mind [power 2] (7/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Daymaim the yew totem of thorny skin [power 50] (7/20 cooldown) Daymaim the yew totem of thorny skin [power 50] (7/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +12% lightning / +12% cold Physical save: +30 (+10 eff.) Spell save: +30 (+10 eff.) Disarm immunity: +20% Confusion immunity: +10% Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Persistant Will Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
yew totem of cure ailments 'Daimyrak' [power 2] (7/10 cooldown) yew totem of cure ailments 'Daimyrak' [power 2] (7/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str Spell save: +30 (+10 eff.) Only die when reaching: -60.00 life Healing mod.: +15% 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 10 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 quartz 11 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
4 citrine 4 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. |
6 zircon 6 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 Fiona the Krog Cursed level 29
77th Haze 122nd year of Ascendancy at 01:11 see stats
By Fiona the Krog Cursed level 28
75th Haze 122nd year of Ascendancy at 02:21 see stats
By Fiona the Krog Cursed level 22
53rd Haze 122nd year of Ascendancy at 06:19 see stats
By Fiona the Krog Cursed level 36
42nd Regrowth 123rd year of Ascendancy at 23:29 see stats
By Fiona the Krog Cursed level 33
1st Wintertide 123rd year of Ascendancy at 19:06 see stats
By Fiona the Krog Cursed level 32
10th Decay 122nd year of Ascendancy at 05:53 see stats
By Fiona the Krog Cursed level 20
21st Haze 122nd year of Ascendancy at 13:17 see stats
By Fiona the Krog Cursed level 22
60th Haze 122nd year of Ascendancy at 07:55 see stats
By Fiona the Krog Cursed level 10
2nd Flare 122nd year of Ascendancy at 04:48 see stats
By Fiona the Krog Cursed level 20
17th Haze 122nd year of Ascendancy at 01:24 see stats
By Fiona the Krog Cursed level 30
80th Haze 122nd year of Ascendancy at 11:26 see stats
By Fiona the Krog Cursed level 17
59th Dusk 122nd year of Ascendancy at 07:52 see stats
By Fiona the Krog Cursed level 30
1st Decay 122nd year of Ascendancy at 21:49 see stats
By Fiona the Krog Cursed level 30
1st Decay 122nd year of Ascendancy at 03:15 see stats
By Fiona the Krog Cursed level 10
2nd Flare 122nd year of Ascendancy at 10:35 see stats
By Fiona the Krog Cursed level 34
10th Regrowth 123rd year of Ascendancy at 18:17 see stats
By Fiona the Krog Cursed level 23
68th Haze 122nd year of Ascendancy at 17:41 see stats
By Fiona the Krog Cursed level 17
59th Dusk 122nd year of Ascendancy at 07:29 see stats
By Fiona the Krog Cursed level 37
44th Regrowth 123rd year of Ascendancy at 05:56 see stats
By Fiona the Krog Cursed level 27
74th Haze 122nd year of Ascendancy at 14:34 see stats
Log
Cyrudhewen the corrupted acidic digestor casts Corrosive Vapour.
Corrupted protosentient globula is suffering from insomnia.
Corrupted plasmic disruptor has been put to sleep.
Mayathra the corrupted protoplasmic controller is suffering from insomnia.
Silywen the corrupted acidic digestor shoots!
Fiona is hexed!
Fiona is invigorated by the attack!
Fiona's mind surges with critical power!
Fiona is invigorated by the attack!
Cyrudhewen the corrupted acidic digestor's acid area effect hits Fiona for 1 acid damage.
Silywen the corrupted acidic digestor's acid area effect hits Corrupted protosentient globula for 3 acid damage.
Silywen the corrupted acidic digestor's acid area effect hits Fiona for 5 acid damage.
Mayavea the corrupted acidic digestor casts Moonlight Ray.
Mayavea the corrupted acidic digestor's spell attains critical power!
Your hatred grows even as your life fades! (+14 hate)
Fiona begins rampaging!
Fiona is invigorated by the attack!
Silywen the corrupted acidic digestor resonates with the damage.
Mayavea the corrupted acidic digestor hits Silywen the corrupted acidic digestor for 0 darkness damage.
Mayavea the corrupted acidic digestor hits Fiona for 339 darkness damage.
Fiona is no longer sleeping.
Fiona had a restless night.
Fiona is invigorated by the attack!
Fiona is invigorated by the attack!
Fiona is invigorated by the attack!
Fiona is invigorated by the attack!
Fiona hits Silywen the corrupted acidic digestor for 0 temporal, 0 fire, 1 nature (1 total damage).
Silywen the corrupted acidic digestor hits Fiona for 2 nature damage.
Silywen the corrupted acidic digestor's Shoot hits Fiona for 1 physical, 7 physical, 7 nature, 6 temporal, 17 lightning (38 total damage).
Saving game...