










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 50 / 4544% |
| Size | medium |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 7th Mirth 124th year of Ascendancy at 10:01 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 7th Mirth 124th year of Ascendancy at 10:02 |
Primary Stats
| Strength | 21 (base 8) |
| Dexterity | 28 (base 8) |
| Constitution | 79 (base 58) |
| Magic | 139 (base 65) |
| Willpower | 74 (base 58) |
| Cunning | 96 (base 66) |
Resources
| Life | -736/845 |
| Mana | 947/1001 |
| Healing Factor | 1.7868020097745 |
| Regeneration | 52.263958785905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.999999999998% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 9 |
| See Stealth | 14 |
| See Invisible | 45 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 50 |
| Crit Chance | 78% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 50 |
| Crit Chance | 81% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 90% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Lightning | +143% |
| Cold | +47% |
| Mind | +47% |
| Blight | +40% |
| Arcane | +79% |
| Fire | +66% |
| All | +17% |
Offense: Damage Penetration
| Lightning | +35% |
| All | 0% |
| Physical | +13% |
| Acid | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 5 |
| Physical Save | 42 |
| Spell Save | 45 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 62%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 70%( 70%) |
| All | + 32%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 40% |
| Silence Resistance | 100% |
| Knockback Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 159 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 196 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1917% for 10 turns (142 total) and instantly restoring 96 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 795 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by 3-headed hydra. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5104. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | pair of drakeskin leather boots 'Zubyra' (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +11 Changes stats: +8 Dex / +14 Mag Changes damage: +9% acid / +8% blight Disease immunity: +38% Only die when reaching: -60.00 life Spellpower: +5 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +4 A pair of boots made of leather. |
| Light source | Elodherethra the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10 Mag / +6 Con Blindness immunity: +40% Confusion immunity: +30% Mana each turn: +0.24 Psi when hit: +0.32 Mana when firing critical spell: +2.58 Spellpower on spell critical (stacks up to 3 times): +13 Light radius: +11 See stealth: +14 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Shocklore the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 lightning Changes damage: +24% lightning / +20% arcane / +30% mind Critical mult.: +23.24% Hate when firing a critical mind attack: +5.81 Maximum mana: +108.00 Mindpower: +35 (+8 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Salavena the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +38 (+12 eff.) Defense: +10 (+5 eff.) Changes stats: +4 Str / +5 Mag / +4 Cun Critical mult.: +20.00% Spell crit. chance: +8% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Blastlash'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 2 arcane / 6 blight Changes resistances: +78% lightning / +30% acid / +65% fire / +5% arcane / +24% cold Changes damage: +32% lightning / +19% fire / +15% blight Rings make your fingers look great! |
| On fingers | voratun fire opal ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Mag / +8 Cun / +10 Con Changes resistances: +18% lightning / +12% fire Changes resistances penetration: +10% nature Changes damage: +10% all Physical save: +20 (+7 eff.) Knockback immunity: +22% Life regen: +20.00 Maximum life: +100.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +17% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
| Around neck | VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
| In main hand | Layothra the Galestinger (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Physical crit. chance: +9.0% Physical power: +10 (+5 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +6% acid Changes resistances penetration: +20% lightning / +5% acid Changes damage: +12% acid / +30% fire / +30% cold / +30% arcane / +30% lightning Talent granted: +1 Command Staff Spellpower: +33 (+7 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | stralite dagger 'Sootflash' (134% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +32 Physical crit. chance: +20.0% Damage when hit (Melee): 6 arcane Changes resistances: +3% darkness Changes resistances penetration: +13% physical Changes damage: +6% arcane Critical mult.: +36.00% Mana when firing critical spell: +2.00 Spell crit. chance: +3% Sharp, short and deadly. |
| Cloak | Isleldath (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Changes stats: +3 Mag Changes resistances: +8% acid / +9% lightning / +20% blight / +37% cold / +20% nature / +10% fire Changes damage: +6% arcane Critical mult.: +15.00% Physical save: +11 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +9.00 Only die when reaching: -50.00 life Maximum mana: +80.00 Spellpower: +30 (+6 eff.) Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -427; dur 6; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -427 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1225 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -548; dur 7; cd 34)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -548 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1572 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -688; dur 6; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -688 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1974 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -503; dur 6; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -503 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1445 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -479; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -479 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1376 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -1014; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1014 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2910 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 621; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 621 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 533; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 34%; magical, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 34% for 2 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 nature talent. |
Rune of the Rift (446.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 521.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1486% over 10 turns; mana 74; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1486% for 10 turns (110 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune (regen 910% over 10 turns; mana 46; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 910% for 10 turns (67 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the titan (regen 1692% over 10 turns; mana 85; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1692% for 10 turns (125 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 118; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 99; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 119; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 104; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 104; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 109; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 138; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 387; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 387 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 245; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 368; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 368 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 281; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 462; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 658; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 658 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 467; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 55; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 37; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 63; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 63 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 29; blocks 4; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 38; blocks 5; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 5 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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! |
clarifying copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
Drachak the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% light / +12% darkness Changes resistances penetration: +20% arcane Changes damage: +6% arcane Blindness immunity: +26% Mana each turn: +0.20 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Strikemight the steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +9 Str / +2 Dex / +2 Mag / +5 Con Changes resistances: +16% blight / +14% nature / +6% lightning Poison immunity: +28% Disease immunity: +28% Infravision radius: +3 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Disease immunity: +15% Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets make your neck look great! It was changed by the digestive sack. |
BreezewolfInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +5 Con Changes resistances: +20% nature / +6% lightning Changes resistances penetration: +25% nature / +25% lightning Physical save: +14 (+5 eff.) Life regen: +7.00 Maximum life: +54.00 Amulets make your neck look great! |
Ereleduldil the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+5 eff.) Armour: +4 Defense: +18 (+8 eff.) Changes stats: +8 Lck / +5 Dex Changes resistances: +9% acid / +3% cold Changes resistances cap: +4% all Physical save: +12 (+4 eff.) Disease immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -60.00 life Damage Shield penetration: +30% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
SearzephyrInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +9% blight / +15% fire / +10% physical Changes damage: +9% light / +18% fire Reduces incoming crit damage: 15.00% Pinning immunity: +20% Stamina each turn: +0.70 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
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 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
Sunqueller the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +30 (+12 eff.) Changes stats: +7 Wil Changes resistances: +12% blight / +6% temporal Changes damage: +3% fire Reduces incoming crit damage: 10.00% Disarm immunity: +10% Maximum life: +40.00 Healing mod.: +15% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (192). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +2 Mag / +5 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.60 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets make your neck look great! |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 780.39 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
savior's stralite amulet of perfection (0.30 Spell / Aegis,0.30 Spell / Air)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.30 Spell / Aegis +0.30 Spell / Air Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +16 (+5 eff.) Amulets make your neck look great! |
wanderer's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +2 Mag / +7 Cun / +6 Con Life regen: +4.00 Stamina each turn: +1.10 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +47.00 Movement speed: +10% Amulets make your neck look great! |
warmaker's stralite amulet of dexterity (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +13 Dex / +8 Wil Amulets make your neck look great! |
AeraldabaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +7 Str / +17 Dex / +5 Wil / +8 Cun / +10 Con Changes resistances: +30% mind / +6% temporal Changes damage: +3% blight / +9% mind Confusion immunity: +30% Life regen: +3.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
Duathelvengeance of the BlightspawnPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 37 * 12% chance to blind * 23% chance to reduce damage dealt by 29% Changes resistances: +6% acid / +29% fire / +24% lightning / +19% cold Changes resistances penetration: +5% acid / +5% lightning Changes damage: +6% lightning / +14% light / +13% darkness Talent masteries: +0.38 Spell / Conveyance +0.38 Spell / Aether Amulets make your neck look great! |
voratun amulet 'Forestsmasher'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +2 Mag / +10 Cun / +9 Con Changes resistances: +30% mind / +12% nature Changes resistances penetration: +5% arcane Changes damage: +13% blight / +12% fire / +15% nature Critical mult.: +28.00% Confusion immunity: +42% Life regen: +4.00 Stamina each turn: +1.40 Mana each turn: +0.08 Spellpower: +15 (+3 eff.) Spell crit. chance: +1% Movement speed: +10% Amulets make your neck look great! |
voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +39% Infravision radius: +7 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Camilathaleg the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag / +6 Wil Changes resistances: +12% darkness / +6% temporal / +5% arcane / +9% nature Changes resistances penetration: +10% arcane Mental save: +15 (+5 eff.) Stun/Freeze immunity: +20% Spellpower: +9 (+2 eff.) Healing mod.: +5% Rings make your fingers look great! |
DagiroddakathPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +6% lightning / +5% arcane / +18% nature Critical mult.: +10.00% Blindness immunity: +32% Silence immunity: +20% Knockback immunity: +20% Infravision radius: +5 See stealth: +11 See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
TorigachikInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Changes stats: +3 Str / +4 Dex Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.64 cold and 20.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Blindness immunity: +23% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +30% acid / +5% arcane Changes damage: +15% acid Spell save: +16 (+5 eff.) Stun/Freeze immunity: +20% Life regen: +12.00 Maximum life: +159.00 Maximum stamina: +24.00 Healing mod.: +15% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Zubynn the CracklelashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +15% temporal Changes resistances penetration: +25% mind / +25% temporal Mental save: +11 (+4 eff.) Confusion immunity: +33% Rings make your fingers look great! |
gold ring 'Offalcast'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 4 acid Changes resistances penetration: +15% nature / +25% acid Changes damage: +12% nature Stun/Freeze immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
gold ring 'Zerymaldil'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Changes resistances: +24% fire / +9% light / +6% darkness Changes damage: +12% fire Spell save: +9 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +12.00 Maximum life: +51.00 Healing mod.: +12% Rings make your fingers look great! |
Hathyrion the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+13 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +4 Str / +3 Wil Changes resistances: +6% physical / +32% cold Changes damage: +16% cold Critical mult.: +20.00% Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Rings make your fingers look great! |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
BelyweCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +7 Wil / +9 Cun Changes resistances: +9% temporal Changes damage: +9% blight / +9% temporal Maximum encumbrance: +31 Mental save: +14 (+5 eff.) Rings make your fingers look great! |
DarkwaspPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+7 eff.) Effects on melee hit: * 22% chance to reduce all saves and defense by 35 Damage when hit (Melee): 4 mind Changes stats: +10 Str / +16 Con Changes resistances: +40% light / +3% darkness Changes resistances penetration: +5% temporal Changes damage: +20% light / +6% darkness Spell save: +19 (+6 eff.) Maximum stamina: +40.00 Spell crit. chance: +2% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
Hanorak the BlazetaintPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+8 eff.) Damage when hit (Melee): 11 mind Changes stats: +4 Cun Changes resistances penetration: +20% fire Changes damage: +9% fire Critical mult.: +22.89% Spellpower: +13 (+3 eff.) Mindpower: +47 (+12 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Vorubeth the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +31 (+15 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +3% acid / +6% temporal / +9% blight / +41% cold / +3% mind / +3% nature Changes damage: +19% cold / +7% all Mental save: +19 (+6 eff.) Spellpower: +19 (+4 eff.) Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
gladiator's voratun ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+6 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +30% nature Changes damage: +15% nature Rings make your fingers look great! |
rogue's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 35 Damage (Melee): 30 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 35 Damage (Ranged): 18 physical Changes stats: +10 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun Petrified Wood ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% acid / +10% darkness / +22% fire / +30% cold / +25% nature / +28% lightning Reduces incoming crit damage: 23.00% Rings make your fingers look great! |
voratun Telos's Staff Crystal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +13 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +13 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Rings make your fingers look great! |
voratun ring 'Drostir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +12 (+6 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +16% temporal Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +16% temporal Maximum mana: +20.00 Movement speed: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
voratun ring 'Mayulaith'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+8 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +11 Wil Changes damage: +9% arcane / +7% all Maximum encumbrance: +35 Mental save: +20 (+7 eff.) Maximum hate: +10.54 Maximum psi: +10.00 Spellpower: +19 (+4 eff.) Mindpower: +18 (+4 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Boltstar the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +9.0% Physical power: +15 (+8 eff.) Changes resistances: +24% lightning / +21% cold Changes resistances penetration: +36% lightning / +25% cold Changes damage: +45% lightning / +16% cold Talent granted: +1 Command Staff Spellpower: +24 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Kindleransom the dragonbone magestaff (166% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 166% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 40 arcane Changes resistances penetration: +5% blight / +15% arcane Changes damage: +54% arcane / +12% light Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum mana: +79.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+8 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
short dragonbone magestaff of the prodigy (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +14 Wil / +5 Cun Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Dourpyre (115% power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 35 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +10 Con / +8 Wil Changes resistances: +12% darkness Changes damage: +15% nature Maximum life: +44.00 Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Galequeller the stralite dagger (131% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +13 (+7 eff.) Damage when hit (Melee): 6 lightning Changes resistances penetration: +25% lightning Changes damage: +18% light Physical save: +18 (+6 eff.) Spell save: +12 (+4 eff.) Disarm immunity: +44% Teleport immunity: +20% Light radius: +3 Sharp, short and deadly. |
stralite dagger 'Yvetha' (138% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +31 lightning / +36 cold When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +21% lightning / +20% cold Changes damage: +12% arcane / +15% mind Critical mult.: +20.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.20 Maximum hate: +6.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Movement speed: +39% Sharp, short and deadly. |
Earthwhisper the voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 35 * 25% chance for lightning to strike from the target to a second target dealing 141 damage * Create an explosion dealing 141 lightning damage (1/turn) Damage (Melee): +8 light / +4 blight / +25 mind / +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +6 Cun / +7 Wil Changes resistances: +3% nature Changes resistances penetration: +30% lightning Changes damage: +29% lightning Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Sharp, short and deadly. |
Galescar (149% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +20 lightning Damage (radius 2) on crit: +30 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Changes resistances penetration: +12% fire Critical mult.: +21.00% Light radius: +3 Global speed: +4% Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.13 acid and 27.52 blight damage. If not cleared after five turns it will inflict 156.27 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
hateful voratun dagger of enduring (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +12% Living When wielded/worn: Changes stats: +10 Con / +11 Wil Maximum life: +76.00 Sharp, short and deadly. |
stormbringer's voratun dagger (145% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +25 lightning / +29 cold When wielded/worn: Changes resistances penetration: +19% lightning / +17% cold Movement speed: +26% Sharp, short and deadly. |
stormbringer's voratun dagger of crippling (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +28 lightning / +8 cold When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +11% lightning / +14% cold Movement speed: +40% Sharp, short and deadly. |
voratun dagger 'Durazor' (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 temporal When wielded/worn: Accuracy: +18 (+6 eff.) Physical crit. chance: +13.0% Physical power: +15 (+8 eff.) Damage when hit (Melee): 10 physical Changes stats: +10 Str / +4 Wil / +4 Con Changes resistances: +13% temporal Changes damage: +13% physical Sharp, short and deadly. |
voratun dagger 'Jetcast' (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +23 darkness When wielded/worn: Changes stats: +18 Wil / +5 Cun / +15 Con Changes resistances: +9% darkness Changes damage: +21% light Critical mult.: +23.41% Equilibrium when hit: +0.12 Maximum life: +110.00 Maximum hate: +11.70 Mindpower: +15 (+4 eff.) Sharp, short and deadly. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+12 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+6 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 179 to 358 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Halobar (6 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Changes stats: +3 Str / +5 Dex / +7 Mag / +4 Cun Changes resistances: +10% darkness / +9% light / +13% all Changes damage: +32% light / +22% darkness Critical mult.: +15.00% Spell save: +23 (+8 eff.) Maximum life: +62.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +13% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Batir (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +6 Mag / +6 Wil / +8 Cun Changes resistances: +15% all Changes resistances penetration: +15% arcane Changes damage: +28% temporal / +12% darkness / +6% mind / +29% arcane / +30% light Critical mult.: +10.00% Mana each turn: +0.32 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum mana: +183.00 Spellpower: +41 (+8 eff.) Spell crit. chance: +28% Mindpower: +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Galesting the elven-silk robe (4 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Damage when hit (Melee): 4 cold Changes resistances: +6% lightning / +12% cold / +31% darkness / +15% all Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +26% arcane / +21% darkness Physical save: +30 (+10 eff.) Maximum mana: +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Shimmerclash' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% darkness / +21% cold / +9% light / +15% all Changes damage: +21% lightning Reduces incoming crit damage: 17.43% Spell save: +21 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
SulfurwingInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +1% physical Mental save: +5 (+2 eff.) Silence immunity: +10% Confusion immunity: +10% Mindpower: +4 (+1 eff.) Healing mod.: +20% A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 447, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Winterbreak the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances: +15% acid / +24% cold Changes resistances penetration: +25% acid / +20% cold / +15% lightning Changes damage: +6% acid Maximum life: +98.00 Maximum mana: +57.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +32.00 Maximum vim: +31.00 Maximum pos.energy: +32.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
hardened leather belt 'Aerumitira'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes damage: +15% blight Critical mult.: +20.00% Mental save: +11 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +8 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
KorodarPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes stats: +9 Mag / +2 Wil / +2 Cun / +5 Con Critical mult.: +15.00% Mental save: +15 (+5 eff.) Mana each turn: +0.38 Equilibrium when hit: +0.16 Psi when hit: +0.04 Maximum mana: +59.00 Maximum hate: +6.00 Maximum psi: +10.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
ToriduchikInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Changes stats: +2 Con Changes resistances: +9% blight Changes damage: +15% physical Critical mult.: +20.00% Physical save: +15 (+5 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Silence immunity: +21% Stun/Freeze immunity: +20% Maximum life: +40.00 Mindpower: +11 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Fulayadig'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +22 Mag / +16 Wil Changes resistances penetration: +10% mind / +20% temporal Reduces incoming crit damage: 20.00% Mental save: +13 (+4 eff.) Mana each turn: +0.68 Mana when firing critical spell: +2.69 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +95.00 Maximum mana: +56.00 Spell crit. chance: +11% Mental crit. chance: +2% A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
wyrmwaxed cashmere cloak of backstabbing (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes resistances: +7% acid / +6% fire / +7% lightning / +6% cold Critical mult.: +16.00% Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 273.36 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Mag / +9 Wil / +3 Cun Spell save: +12 (+4 eff.) Maximum mana: +73.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots of disengagement (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Dex Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 153% 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. A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 68% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Growthdash (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Cun Changes resistances: +11% lightning / +10% temporal Changes resistances penetration: +25% blight Changes damage: +15% nature Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
pair of drakeskin leather boots 'Barorin' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 temporal Changes stats: +11 Wil / +9 Mag Changes resistances penetration: +15% mind Changes damage: +12% mind / +3% temporal Maximum psi: +20.00 Spellpower: +13 (+3 eff.) Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
pair of drakeskin leather boots 'Dazzleream' (19 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+3 eff.) Armour: +13 Defense: +19 (+9 eff.) Damage when hit (Melee): 8 physical Changes stats: +20 Dex / +15 Lck Changes resistances: +9% light Changes resistances penetration: +12% physical Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Stealth bonus: +13 A pair of boots made of leather. |
hardened leather gloves 'Porasewe' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 mind Changes stats: +2 Con Changes resistances: +8% mind Changes resistances penetration: +10% mind Changes damage: +8% mind / +9% blight Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mindpower: +20 (+5 eff.) Mental crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of archery (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +2 Changes stats: +4 Cun / +7 Dex Mana each turn: +0.16 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of archery (0 def, 17 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +17 Armour Hardiness: +9% Changes stats: +6 Dex / +5 Cun / +10 Con Changes resistances: +8% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Malysta' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 13 darkness Changes resistances: +10% darkness Changes resistances penetration: +10% arcane Changes damage: +8% darkness Disease immunity: +20% Silence immunity: +20% Disarm immunity: +10% Pinning immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sleetdash the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+10 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 14 arcane / 20 darkness Changes stats: +4 Str / +7 Mag / +7 Wil Changes resistances: +7% arcane / +11% darkness Changes resistances penetration: +15% cold Changes damage: +3% cold / +6% arcane / +6% darkness Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Mindpower: +20 (+5 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Amagrim the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 acid Changes resistances: +30% lightning Changes resistances penetration: +25% arcane Changes damage: +20% lightning / +15% arcane / +21% acid Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
Issurach (3 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +4 Defense: +3 (+2 eff.) Changes stats: +3 Mag / +7 Wil / +7 Cun Changes resistances: +30% light Changes resistances penetration: +10% blight Changes damage: +20% light Life regen: +5.40 Equilibrium when hit: +2.70 Psi when hit: +2.40 Hate when hit: +2.30 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +12% A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
13 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. |
15 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. |
22 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. |
13 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. |
3 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. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
10 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. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 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. |
27 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
36 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
34 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
1139 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. |
60 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
KhelarinCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag / +1 Wil Mana each turn: +0.16 Maximum mana: +80.00 Spellpower: +5 (+1 eff.) Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 73.84 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Woehash'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes damage: +12% mind / +6% arcane / +6% darkness Critical mult.: +20.00% Physical save: +11 (+4 eff.) Equilibrium when hit: +0.24 Mana when firing critical spell: +2.00 Light radius: +4 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Demonsweep the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 8 arcane / 26 fire Changes resistances: +10% fire Changes resistances penetration: +5% arcane / +14% all Changes damage: +6% arcane / +6% light Mental save: +8 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xerunne the NoonwrestPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 fire Changes stats: +8 Mag Changes resistances: +15% blight / +9% fire / +15% darkness / +15% light Spellpower: +22 (+4 eff.) Spell crit. chance: +6% Light radius: +14 Infravision radius: +6 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yarathad the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +15 (+8 eff.) Damage when hit (Melee): 30 fire / 2 physical Changes stats: +2 Dex / +2 Con Changes resistances: +27% blight / +10% fire / +15% darkness / +1% physical Changes resistances penetration: +12% all Mental save: +15 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +7 Infravision radius: +6 See stealth: +25 See invisible: +39 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Xerybretha'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Armour: +8 Damage when hit (Melee): 4 temporal Changes resistances: +10% temporal / +15% darkness / +2% physical / +21% blight / +10% cold / +6% arcane / +3% light Changes resistances penetration: +14% all Cut immunity: +20% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +12 Infravision radius: +6 See invisible: +15 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 48 blight damage or heals 51 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 74.28 cold damage and 59.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
iron pickaxe 'Erelothad' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances: +9% light Reduces incoming crit damage: 10.00% Blindness immunity: +10% Life regen: +2.00 Maximum life: +22.00 Maximum stamina: +16.00 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blizzardstreak' (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +23 Str / +9 Wil / +6 Cun / +4 Con Changes resistances penetration: +25% blight / +15% cold Changes damage: +18% blight Mental crit. chance: +15% Light radius: +1 Infravision radius: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 959.48 fire damage (based on Magic) Activation costs 50 power out of 28/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (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 Activation costs 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 884.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of mindblast 'Islura' [power 220] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% nature / +5% arcane Spell save: +15 (+5 eff.) It can be used to blast the opponent's mind dealing 323 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of psionic shield [power 99] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emeloritira the Icewinnow [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +3 Str / +3 Con Changes resistances penetration: +15% physical Changes damage: +3% cold / +9% physical It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 60% for 2 turns. * Heal for 85. Torques are made by powerful psionics to store psionic powers. |
Porovena the Blazewinter [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +5% arcane / +12% light Changes resistances penetration: +15% light Changes damage: +30% arcane / +12% light It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 32% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psionic shield [power 283] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 283 for 5 turns Activation puts all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Sparkwolf' [power 400] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% blight Changes resistances penetration: +15% lightning Changes damage: +21% blight It can be used to blast the opponent's mind dealing 588 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Urthokor the Ashmaster [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +5% arcane Changes damage: +12% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 482] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of healing 'Chuhek' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +6% light Physical save: +18 (+6 eff.) Spell save: +6 (+2 eff.) Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Murksmash' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +18% nature / +12% darkness Blindness immunity: +20% Poison immunity: +20% Teleport immunity: +20% Light radius: +3 See invisible: +15 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Frozendredge [power 180] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes damage: +3% arcane / +3% cold Critical mult.: +15.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spell crit. chance: +4% It can be used to fire a magical bolt dealing 437 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightningusher [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +15% acid / +24% lightning Changes resistances penetration: +15% lightning Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 98 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tidevault the ash wand of shielding [power 200] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances penetration: +10% darkness / +15% cold Changes damage: +15% acid / +3% cold It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Ivyta' [power 284] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% mind Changes damage: +15% arcane / +6% mind Vim when firing critical spell: +2.00 Spell crit. chance: +4% It can be used to create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fulimandil the Snowwilter [power 370] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Changes resistances: +5% arcane Changes resistances penetration: +5% blight / +15% cold Silence immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 It can be used to fire a magical bolt dealing 544 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gloomfist [power 434] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances: +24% acid / +12% darkness / +12% lightning Changes damage: +12% lightning / +6% darkness It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 279.63 temporal and 279.63 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
innervating dragonbone wand of shielding [power 524] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 46% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By ZAP TO WIN! the Shalore Archmage level 42
14th Pyre 123rd year of Ascendancy at 20:46 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By ZAP TO WIN! the Shalore Archmage level 50
3rd Pyre 124th year of Ascendancy at 20:04 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By ZAP TO WIN! the Shalore Archmage level 42
12nd Pyre 123rd year of Ascendancy at 16:22 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By ZAP TO WIN! the Shalore Archmage level 38
73rd Regrowth 123rd year of Ascendancy at 05:35 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By ZAP TO WIN! the Shalore Archmage level 46
29th Pyre 123rd year of Ascendancy at 01:58 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ZAP TO WIN! the Shalore Archmage level 48
20th Dusk 123rd year of Ascendancy at 07:05 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By ZAP TO WIN! the Shalore Archmage level 50
3rd Mirth 124th year of Ascendancy at 04:41 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By ZAP TO WIN! the Shalore Archmage level 50
62nd Regrowth 124th year of Ascendancy at 22:19 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By ZAP TO WIN! the Shalore Archmage level 50
21st Dusk 123rd year of Ascendancy at 08:27 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By ZAP TO WIN! the Shalore Archmage level 45
26th Pyre 123rd year of Ascendancy at 08:52 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By ZAP TO WIN! the Shalore Archmage level 25
79th Haze 122nd year of Ascendancy at 03:48 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By ZAP TO WIN! the Shalore Archmage level 50
30th Dusk 123rd year of Ascendancy at 10:03 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZAP TO WIN! the Shalore Archmage level 10
16th Dusk 122nd year of Ascendancy at 08:27 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By ZAP TO WIN! the Shalore Archmage level 50
29th Pyre 124th year of Ascendancy at 07:07 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By ZAP TO WIN! the Shalore Archmage level 47
7th Dusk 123rd year of Ascendancy at 14:46 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By ZAP TO WIN! the Shalore Archmage level 44
21st Pyre 123rd year of Ascendancy at 19:00 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By ZAP TO WIN! the Shalore Archmage level 31
10th Allure 123rd year of Ascendancy at 03:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ZAP TO WIN! the Shalore Archmage level 22
53rd Haze 122nd year of Ascendancy at 06:57 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ZAP TO WIN! the Shalore Archmage level 37
48th Regrowth 123rd year of Ascendancy at 13:20 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ZAP TO WIN! the Shalore Archmage level 39
8th Pyre 123rd year of Ascendancy at 00:27 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By ZAP TO WIN! the Shalore Archmage level 50
31st Pyre 124th year of Ascendancy at 06:51 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By ZAP TO WIN! the Shalore Archmage level 47
8th Dusk 123rd year of Ascendancy at 06:19 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By ZAP TO WIN! the Shalore Archmage level 50
42nd Dusk 123rd year of Ascendancy at 02:20 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ZAP TO WIN! the Shalore Archmage level 28
9th Decay 122nd year of Ascendancy at 22:44 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By ZAP TO WIN! the Shalore Archmage level 50
20th Dusk 123rd year of Ascendancy at 07:38 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By ZAP TO WIN! the Shalore Archmage level 50
3rd Pyre 124th year of Ascendancy at 22:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ZAP TO WIN! the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 21:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ZAP TO WIN! the Shalore Archmage level 20
49th Haze 122nd year of Ascendancy at 03:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ZAP TO WIN! the Shalore Archmage level 30
1st Allure 123rd year of Ascendancy at 02:14 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By ZAP TO WIN! the Shalore Archmage level 40
8th Pyre 123rd year of Ascendancy at 07:40 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By ZAP TO WIN! the Shalore Archmage level 50
20th Dusk 123rd year of Ascendancy at 07:38 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By ZAP TO WIN! the Shalore Archmage level 38
3rd Pyre 123rd year of Ascendancy at 06:43 see stats
Matrix style! (Insane (Roguelike) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By ZAP TO WIN! the Shalore Archmage level 5
75th Pyre 122nd year of Ascendancy at 05:21 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By ZAP TO WIN! the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 23:50 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By ZAP TO WIN! the Shalore Archmage level 50
29th Pyre 124th year of Ascendancy at 18:15 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ZAP TO WIN! the Shalore Archmage level 50
60th Pyre 124th year of Ascendancy at 03:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ZAP TO WIN! the Shalore Archmage level 19
79th Dusk 122nd year of Ascendancy at 15:46 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ZAP TO WIN! the Shalore Archmage level 30
3rd Allure 123rd year of Ascendancy at 01:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ZAP TO WIN! the Shalore Archmage level 37
61st Regrowth 123rd year of Ascendancy at 01:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ZAP TO WIN! the Shalore Archmage level 21
51st Haze 122nd year of Ascendancy at 20:06 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By ZAP TO WIN! the Shalore Archmage level 44
21st Pyre 123rd year of Ascendancy at 21:01 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By ZAP TO WIN! the Shalore Archmage level 50
46th Pyre 124th year of Ascendancy at 00:46 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By ZAP TO WIN! the Shalore Archmage level 50
4th Pyre 124th year of Ascendancy at 16:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ZAP TO WIN! the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 21:38 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By ZAP TO WIN! the Shalore Archmage level 50
46th Pyre 124th year of Ascendancy at 00:47 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By ZAP TO WIN! the Shalore Archmage level 50
4th Pyre 124th year of Ascendancy at 16:39 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ZAP TO WIN! the Shalore Archmage level 34
23rd Regrowth 123rd year of Ascendancy at 06:00 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By ZAP TO WIN! the Shalore Archmage level 44
21st Pyre 123rd year of Ascendancy at 17:33 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By ZAP TO WIN! the Shalore Archmage level 50
67th Dusk 123rd year of Ascendancy at 02:57 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By ZAP TO WIN! the Shalore Archmage level 34
22nd Regrowth 123rd year of Ascendancy at 15:27 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZAP TO WIN! the Shalore Archmage level 22
53rd Haze 122nd year of Ascendancy at 17:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZAP TO WIN! the Shalore Archmage level 16
61st Dusk 122nd year of Ascendancy at 07:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By ZAP TO WIN! the Shalore Archmage level 50
7th Mirth 124th year of Ascendancy at 10:01 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ZAP TO WIN! the Shalore Archmage level 41
12nd Pyre 123rd year of Ascendancy at 07:39 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By ZAP TO WIN! the Shalore Archmage level 50
20th Dusk 123rd year of Ascendancy at 13:52 see stats
Log
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen surges with fiery power!
ZAP TO WIN! resists the stun!
ZAP TO WIN! reflects damage back to Linaniil, Supreme Archmage of Angolwen!
ZAP TO WIN! hits Linaniil, Supreme Archmage of Angolwen for 3365 lightning, 180 reflected (3546 total damage).
Elemental Surge hits ZAP TO WIN! for 212 fire damage.
Linaniil, Supreme Archmage of Angolwen hits ZAP TO WIN! for (180 absorbed), 209 thaumic energy, 526 physical, 281 fire (1016 total damage).
ZAP TO WIN!'s arcane area effect hits Linaniil, Supreme Archmage of Angolwen for 0 arcane damage.
Linaniil, Supreme Archmage of Angolwen's arcane area effect hits ZAP TO WIN! for 1261 arcane damage.
ZAP TO WIN! the level 50 shalore archmage was imploded to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.
--------------------------------
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around ZAP TO WIN! calms down and disappears.
Saving game...
Linaniil, Supreme Archmage of Angolwen's arcane area effect killed ZAP TO WIN!!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
New Achievement: Unstoppable (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
ZAP TO WIN! casts Stone Wall.
Talent Lightning is ready to use.
Linaniil, Supreme Archmage of Angolwen casts Orb of Thaumaturgy.
Hurricane from ZAP TO WIN! hits Linaniil, Supreme Archmage of Angolwen for 231 lightning damage.
Linaniil, Supreme Archmage of Angolwen casts Elemental Array Burst.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits ZAP TO WIN! for 1580 thaumic energy damage.
ZAP TO WIN! the level 50 shalore archmage was disintegrated to death by Linaniil, Supreme Archmage of Angolwen on level 1 of Angolwen.














































































































































































































