









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Items Vault 1.7.6Donators/Buyers bonus! Spider Bikini 1.7.0A companion piece to shad3's Weaver Class addon (required). When you have the Weaver's True Form evolution and are not wearing body armor, your character will be depicted in-game as wearing a spider-silk bikini or mankini. (This will, of course, not be visible if the "Gameplay | Weaver: Full Transfom changes sprite?" game option is enabled.) Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Iwanabozu |
| Class | White Monk (Way of the Transcendent Spirit) |
| Level / Exp | 36 / 5% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 64 (base 34) |
| Dexterity | 73 (base 60) |
| Constitution | 79 (base 17) |
| Magic | 37 (base 10) |
| Willpower | 73 (base 60) |
| Cunning | 56 (base 35) |
Resources
| Life | 1861/1861 |
| Stamina | 277/277 |
| Healing Factor | 2.0168020097746 |
| Regeneration | 16.638616580641 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +110% |
| Spell | 0% |
| Global | +180% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Stealth | 78.910347580142 |
| See Invisible | 77.910347580142 |
Offense: Barehand
| Damage | 140 |
| Accuracy | 75 |
| Crit Chance | 44% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +21% |
| Temporal | +42% |
| Physical | +47% |
| All | +15% |
| Nature | +25% |
Offense: Damage Penetration
| Fire | +20% |
| Temporal | +23% |
| Nature | +20% |
| Physical | +65% |
| Cold | +25% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 85.800242408216 (76.987013568881%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 39 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Temporal | + 36%( 70%) |
| Blight | + 44%( 70%) |
| Nature | + 48%( 70%) |
| Fire | + 36%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 69% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Knockback Resistance | 79% |
| Instadeath Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 91.34 physical damage and 155.33 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 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. |
Class Talents
| Technique / Martial Arts | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Technique / Transcending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Black Belt | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Agile Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Rending | 1.64 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Mending | 1.64 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Measured Blows |
| talent | Aura of Protection |
| talent | Revive |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 45. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed multi-hued wyrm scale. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 'Relgyroddastir' (25 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Changes resistances: +6% nature / +9% temporal Critical mult.: +10.00% Spell save: +3 (+1 eff.) Pinning immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +24% Movement speed: +33% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.5 Power cost: 24 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 26% for 5 turns. A pair of boots made of leather. |
| On hands | Will of Ul'Gruth (0 def, 15 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: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 10% Mag, 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| On head | drakeskin leather cap 'Shadowward' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Talent granted: +1 Bastion Blindness immunity: +20% Knockback immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life Bastion: Passive - Increases Physical, Mind, and Spell Saves by 11.44 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A cap made of leather. |
| Tool | Morbuswish the yew totem of healing [power 278] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+6 eff.) Changes stats: +4 Str / +3 Mag Changes resistances penetration: +10% nature / +15% cold Cut immunity: +20% Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 64. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold Lifebinding Emerald ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+1 eff.) Changes stats: +6 Str / +2 Cun / +28 Con Changes resistances: +10% blight Changes damage: +6% light Damage affinity(heal): +15% nature Physical save: +14 (+3 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +30% Life regen: +2.00 Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+5 eff.) Movement speed: +17% Healing mod.: +30% Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 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 37% for 5 turns. Rings make your fingers look great! |
| On fingers | stralite Lifebinding Emerald ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 16 arcane / 17 cold Changes stats: +8 Dex / +6 Mag / +8 Cun / +23 Con Changes resistances: +24% acid / +9% fire / +10% blight Changes resistances penetration: +10% fire Damage affinity(heal): +15% nature Physical save: +16 (+4 eff.) Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings make your fingers look great! |
| Around neck | serendipitous stralite amulet of perfection (0.34 Technique / Mending,0.34 Technique / Rending)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +6 Lck Talent masteries: +0.34 Technique / Mending +0.34 Technique / Rending Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
| Main armor | Isyth the elven-silk robe (4 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Changes stats: +2 Str / +2 Dex / +8 Mag Changes resistances: +15% all Changes resistances penetration: +13% temporal / +15% physical Changes damage: +27% temporal / +32% physical Physical save: +28 (+7 eff.) Mana each turn: +0.40 Maximum mana: +94.00 Maximum psi: +50.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | watchleader's brass lantern of corrosionCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +10% Light radius: +7 See stealth: +7 See invisible: +6 It can be used to Unleash a corrosive blast of acid, inflicting 118.68 Acid damage in radius 2 (based on Cunning). Creatures in the area may take 64.5 addional acid damage and have their armor reduced by 13.0 over 3 turns Activation puts all charms on cooldown for 18 turns. 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. |
| Cloak | Geth the cashmere cloak (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +12 Defense: +2 (+0 eff.) Changes stats: +5 Str / +6 Con Changes resistances penetration: +15% physical Physical save: +8 (+2 eff.) Maximum life: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Slippery Belt Slippery BeltInfused by nature Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +20% nature Changes damage: +10% nature Equilibrium each turn: -0.50 Talent on hit(mindpower): Slime Spit (15% chance level 1). It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
Inventory
stormshield rune of the titan (threshold 53; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 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. |
teleportation rune of the psychic (range 105; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
AremasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Mag / +1 Cun Changes resistances: +6% acid / +6% light / +3% lightning Amulets make your neck look great! |
copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
wanderer's copper amulet of agonyPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 10 bleed Changes stats: +3 Dex / +4 Cun / +8 Con Changes resistances penetration: +7% acid / +7% blight Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
restful steel amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Life regen: +2.00 Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +24% Amulets make your neck look great! |
OakcutInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% acid / +6% darkness / +15% blight / +26% nature / +8% mind Changes resistances penetration: +10% acid Changes damage: +15% nature Poison immunity: +28% Disease immunity: +23% Cut immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +5.00 Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 294 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Scaldwyrd'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +10% physical / +6% fire / +15% temporal Changes resistances penetration: +15% fire / +10% arcane / +10% temporal Changes damage: +24% fire Stamina each turn: +0.70 Amulets make your neck look great! |
jade gold amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex / +5 Wil / +3 Cun Changes resistances: +7% acid Amulets make your neck look great! |
wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +6 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
wanderer's gold amulet of willpower (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Wil / +7 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Dimspire the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +5 Dex Changes resistances: +13% acid / +3% darkness Changes resistances penetration: +25% temporal Changes damage: +6% darkness / +18% temporal Light radius: +2 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! |
MurkcastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 2 darkness / 2 physical Changes stats: +3 Con Changes resistances: +1% physical Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
copper Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +19 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 18 power out of 30/30) : Effective talent level: 2.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 82% damage. Rings make your fingers look great! |
marksman's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
sneakthief's copper ring of opulenceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +7 Cun / +4 Lck Activating this item is instant. It can be used to activate talent Golden Rule (costing 18 power out of 30/30) : Effective talent level: 2.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 100.00 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
HealpunishCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Con Changes resistances: +6% lightning Changes resistances penetration: +10% nature Spell save: +12 (+4 eff.) Maximum stamina: +15.00 Maximum hate: +2.00 Maximum psi: +10.00 Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
Salerada the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 31% Changes resistances penetration: +15% acid Changes damage: +6% acid / +12% blight Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
Spiderrock0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 7% chance to reduce armor by 31% * 10% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% Damage (Ranged): 7 ice Damage when hit (Melee): 4 nature Changes resistances: +9% acid Changes damage: +15% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Ulfeldir the StarnaughtInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +2.0% Changes stats: +2 Dex / +2 Wil Changes resistances: +24% acid Changes resistances penetration: +25% light Changes damage: +12% acid Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Maximum stamina: +30.00 Rings make your fingers look great! |
WinterwritherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Cun / +3 Str Changes resistances: +12% cold Changes resistances penetration: +15% arcane Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Rings make your fingers look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
steel Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +19 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Stunning Blow (costing 18 power out of 30/30) : Effective talent level: 3.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Hit the target twice with your two-handed weapon, doing 66% damage. Each hit will try to stun the target for 5 turns. The stun chance increases with your Physical Power. Rings make your fingers look great! |
steel Lifebinding Emerald ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 16 light Changes stats: +15 Con / +4 Mag Changes resistances: +10% blight Changes damage: +12% light Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings make your fingers look great! |
steel Lifebinding Emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 30 Damage (Melee): 15 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 30 Damage (Ranged): 11 physical Changes stats: +3 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
steel ring 'Ce'Nethra'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +6% temporal Physical save: +4 (+1 eff.) Blindness immunity: +10% Disease immunity: +10% Disarm immunity: +20% Pinning immunity: +10% Teleport immunity: +24% Rings make your fingers look great! |
steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
Gilodoyarek the SmolderbreakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +14 Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +7 Str / +6 Dex Changes resistances penetration: +25% physical Changes damage: +18% fire Critical mult.: +15.00% Physical save: +18 (+4 eff.) Rings make your fingers look great! |
PhlegmstokerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +12% nature / +7% bleed Changes resistances penetration: +5% cold Cut immunity: +31% Life regen: +3.00 Rings make your fingers look great! |
gold Lifebinding Emerald ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +2 Wil / +2 Cun / +21 Con Changes resistances: +10% blight Changes damage: +12% mind / +9% blight Damage affinity(heal): +15% nature Mental save: +11 (+4 eff.) Confusion immunity: +35% Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +6% Healing mod.: +30% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 18 power out of 30/30) : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 257.2 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! |
gold Lifebinding Emerald ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Defense: +26 (+5 eff.) Damage when hit (Melee): 2 blight Changes stats: +2 Mag / +7 Cun / +15 Con Changes resistances: +32% acid / +3% mind / +10% blight Changes resistances penetration: +20% blight Changes damage: +16% acid Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Vim when firing critical spell: +1.00 Maximum vim: +10.00 Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Cyratta'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 7 temporal / 12 physical Changes stats: +6 Str Changes resistances: +9% blight Changes resistances penetration: +25% acid Changes damage: +24% mind Rings make your fingers look great! |
gold ring of the serpentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +4% nature Poison immunity: +26% Rings make your fingers look great! |
sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Life regen: +10.00 Maximum life: +66.00 Healing mod.: +12% Rings make your fingers look great! |
Belena the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +2 Changes stats: +4 Con Changes resistances: +5% arcane Physical save: +8 (+2 eff.) Mental save: +9 (+4 eff.) Poison immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Maximum life: +20.00 Rings make your fingers look great! |
Brandwoe the stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): 5 warp Damage when hit (Melee): 4 fire Changes resistances: +3% physical Physical save: +9 (+2 eff.) Mental save: +18 (+7 eff.) Poison immunity: +20% Cut immunity: +20% Confusion immunity: +20% Healing mod.: +20% 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 (+3 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. |
Zonarirath the ShadowburstCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 10 mind Changes stats: +7 Str Changes resistances: +15% mind Changes resistances penetration: +10% darkness Changes damage: +6% darkness Rings make your fingers look great! |
gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +8 Con Rings make your fingers look great! |
marksman's stralite ring of anchoringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +8% temporal Physical save: +6 (+1 eff.) Teleport immunity: +31% Rings make your fingers look great! |
obscure stralite ring of darkness (+28%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 10 nightmare Damage (Ranged): 13 nightmare Changes resistances: +28% darkness Changes damage: +14% darkness Spell save: +9 (+3 eff.) Rings make your fingers look great! |
stralite Lifebinding Emerald ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 8 draining blight Damage (Ranged): 13 draining blight Damage when hit (Melee): 4 mind / 2 nature Changes stats: +8 Mag / +8 Wil / +7 Cun / +15 Con / +7 Lck Changes resistances: +6% lightning / +10% blight Changes resistances penetration: +20% nature Changes damage: +15% mind Damage affinity(heal): +15% nature Critical mult.: +5.00% Spell save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +30% Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Spellpower: +13 (+5 eff.) Healing mod.: +30% Activating this item is instant. It can be used to activate talent All That Glitters (costing 18 power out of 30/30) : Effective talent level: 2.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
stralite ring 'Infernooozer'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +6 Cun Changes resistances: +12% nature / +9% temporal Changes resistances penetration: +25% mind Physical save: +9 (+2 eff.) Teleport immunity: +44% Maximum psi: +30.00 Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
stralite ring 'Starglean'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+4 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Cun / +6 Str Changes resistances: +6% mind Reduces incoming crit damage: 15.00% Spellpower: +13 (+5 eff.) Mindpower: +11 (+4 eff.) Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
warrior's stralite ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +28% light Changes damage: +14% light Rings make your fingers look great! |
OffalcrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +17 Physical crit. chance: +3.0% Defense: +16 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 2 nature Changes resistances: +32% lightning Changes damage: +16% lightning / +3% physical Life regen: +10.00 Maximum life: +71.00 Healing mod.: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Xanymina the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Changes stats: +5 Con Changes resistances: +6% lightning / +10% temporal / +18% light Changes resistances penetration: +10% temporal Physical save: +10 (+2 eff.) Spell save: +17 (+6 eff.) Teleport immunity: +51% Life regen: +4.00 Maximum stamina: +36.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
StarcallerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Changes stats: +20 Mag Changes resistances: +20% darkness Changes resistances penetration: +20% darkness Changes damage: +20% darkness Talent mastery: +0.60 Celestial / Star fury Talent cooldown: Starfall (-6 turns) Spellpower: +20 (+7 eff.) Spell crit. chance: +20% Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. |
elemental voratun battleaxe of venom (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 69 cold damage (1/turn) On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. When wielded/worn: Changes resistances penetration: +23% cold Changes damage: +42% cold Massive two-handed battleaxes. |
Skewered Eye and Tongue (10-13 power, 4 apr) Skewered Eye and Tongue (10-13 power, 4 apr)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. A head must be missing a tongue and a pair of eyes. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Blight Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 125% On weapon hit: * 10% chance to reduce all saves and defense by 30 * 15% chance for the eyes and tongue to deal 45 Blight damage to the target and afflict Pacification Hex. Damage (Melee): +6 mind Damage (radius 1) on hit: +6 blight Damage (radius 2) on crit: +13 darkness When wielded/worn: Changes stats: +1 Cun / +1 Wil Mental save: -15 (-7 eff.) Someone made a skewer of a tongue and eyeballs, what a delicacy. |
Polyvea (12-13 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +12.5% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 58% * 16% chance to reduce armor by 31% When wielded/worn: Defense: +20 (+4 eff.) Changes resistances: +5% lightning / +5% fire / +13% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Silence immunity: +20% Mindpower: +13 (+4 eff.) Mental crit. chance: +4% Healing mod.: +10% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
emerald cloth (10 def, 18 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +14% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 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. |
Erirand the Woecut (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +11% lightning / +9% temporal / +10% cold / +27% nature / +13% all Changes resistances cap: +7% all Changes resistances penetration: +5% temporal / +20% darkness / +12% all Changes damage: +18% lightning / +21% physical / +15% cold / +18% nature / +6% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
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 (+2 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 (+6 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 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 (+7 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. |
prismatic silk robe of the mind (+22%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +22% mind / +13% all Changes resistances cap: +5% all Changes resistances penetration: +8% all Changes damage: +22% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sunpiety (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +9% light / +20% blight / +45% fire / +15% cold / +15% all Changes resistances penetration: +18% blight / +8% fire / +9% darkness Changes damage: +26% blight / +37% fire / +15% darkness Life regen: +8.70 Maximum life: +100.00 Maximum vim: +14.00 Spell crit. chance: +4% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +9% darkness / +10% light / +8% blight / +10% fire / +10% cold / +15% all Changes damage: +16% all Physical save: +20 (+5 eff.) Spell save: +31 (+11 eff.) Mental save: +14 (+5 eff.) Spellpower: +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cord of the Steeled Mind Cord of the Steeled MindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Talent granted: +1 Iron Resolve Spell save: +7 (+3 eff.) Mental save: +17 (+6 eff.) Confusion immunity: +22% Stun/Freeze immunity: +24% Spellpower: +3 (+1 eff.) Steampower: +2 (+1 eff.) Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 36.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
Charblack the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 fire Changes resistances: +30% fire Changes damage: +6% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a temporary shield that absorbs 281 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
Gleamkill the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +10 Wil / +3 Cun Changes resistances penetration: +25% mind / +25% light Changes damage: +6% mind Equilibrium when hit: +0.12 Maximum hate: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
distorting cashmere cloak of Irzen's Pyre (8 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Damage (Melee): 8 manaburn arcane / 8 fire burn Damage (Ranged): 11 manaburn arcane / 8 fire burn Changes stats: +1 Cun Changes damage: +5% fire burn / +7% manaburn arcane Slows Projectiles: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves 'Huragund' (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Armour: +9 Effects on melee hit: * 20% chance to reduce armor by 31% Damage (Melee): 7 physical Changes stats: +4 Cun / +5 Dex Changes resistances: +9% lightning / +6% cold / +3% temporal Changes damage: +6% acid / +3% physical Physical save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +5 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% 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. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 263.62 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 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 (+4 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning 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. |
alchemist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 5 acid / 7 fire / 7 cold / 6 lightning Changes stats: +5 Mag / +5 Wil Critical mult.: +9.00% Spell crit. chance: +10% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 ice / +22 fire / +25 acid / +20 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Weepransom' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 58% Damage (Melee): 12 nature Damage when hit (Melee): 6 nature Changes stats: +6 Dex / +5 Mag / +13 Cun Changes resistances: +10% light / +3% cold / +9% darkness / +10% nature Changes resistances penetration: +15% nature / +15% cold Changes damage: +11% nature / +3% cold Infravision radius: +2 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (radius 2) on crit: +37 light / +50 darkness / +9 nature It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Zanygen the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% lightning / +6% temporal Talent granted: +1 Citadel Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Citadel: Passive - Increases Resistance to all damage by 13.27% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Korukor the Floeparry (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +10 Wil Changes resistances: +28% blight / +27% cold / +13% darkness Changes resistances penetration: +5% cold Changes damage: +27% darkness Spell save: +14 (+5 eff.) Mental save: +28 (+10 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
3 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 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. |
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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
7 Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
676 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Hathygasus the alchemist's lampInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Str / +4 Wil Changes damage: +6% mind / +6% blight Physical save: +12 (+3 eff.) Light radius: +4 Healing mod.: +14% It can be used to Unleash a cascade of electricity, inflicting 152.72 Lightning damage in radius 4 (based on Dexterity). Creatures in the area also either dazed or take 83.0 Haywire damage for 6 turns Activation costs 14 power out of 30/30. A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 232 cold damage (based on your Magic) Activation costs 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
nightwalker's alchemist's lamp of mind rendingInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +6 Wil Critical mult.: +12.00% Light radius: +4 It can be used to Unleash a psionic blast, inflicting 185.15 Mind damage in radius 2 (based on Willpower), possibly confusing creatures in the area for 4 turns Activation costs 12 power out of 30/30. A normal brass lantern, enhanced by alchemy to make it brighter. |
Twilight HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10 Mag / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light / +10% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +10% light / +10% darkness Talent masteries: +0.20 Celestial / Eclipse +0.20 Celestial / Sunlight +0.20 Celestial / Twilight Spellpower: +10 (+4 eff.) Infravision radius: +16 The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 60 power out of 100/100. The very essence of bearness! |
Bokyromileg the Brightravager (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% lightning / +3% temporal / +5% arcane / +6% darkness Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 87% of the healing done. This effect scales with your Magic stat. Activation costs 45 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 430.10 fire damage (based on Magic) Activation costs 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)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 122 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. |
voratun torque of gale force 'Khelihir' [power 360] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage when hit (Melee): 8 blight Changes stats: +7 Wil Changes resistances penetration: +10% mind Spell crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 529 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 48% for 2 turns. * Reduce 2 talent cooldowns by 2. * Heal for 71. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of healing [power 272] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 79 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
elven-wood wand of shielding 'Natureonslaught' [power 434] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Wil / +14 Cun / +3 Con Changes resistances: +12% nature Changes resistances penetration: +25% nature Light radius: +3 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 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By we the Iwanabozu White Monk level 19
33rd Dusk 122nd year of Ascendancy at 15:33 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By we the Iwanabozu White Monk level 20
40th Haze 122nd year of Ascendancy at 03:34 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By we the Iwanabozu White Monk level 7
6th Mirth 122nd year of Ascendancy at 15:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By we the Iwanabozu White Monk level 22
72nd Haze 122nd year of Ascendancy at 19:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By we the Iwanabozu White Monk level 26
10th Decay 122nd year of Ascendancy at 03:34 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By we the Iwanabozu White Monk level 19
33rd Dusk 122nd year of Ascendancy at 15:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By we the Iwanabozu White Monk level 10
20th Dusk 122nd year of Ascendancy at 03:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By we the Iwanabozu White Monk level 20
39th Haze 122nd year of Ascendancy at 00:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By we the Iwanabozu White Monk level 30
7th Allure 123rd year of Ascendancy at 07:42 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By we the Iwanabozu White Monk level 19
33rd Dusk 122nd year of Ascendancy at 15:33 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By we the Iwanabozu White Monk level 19
71st Dusk 122nd year of Ascendancy at 19:04 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By we the Iwanabozu White Monk level 27
1st Allure 123rd year of Ascendancy at 09:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By we the Iwanabozu White Monk level 30
7th Allure 123rd year of Ascendancy at 20:16 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By we the Iwanabozu White Monk level 19
33rd Dusk 122nd year of Ascendancy at 15:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By we the Iwanabozu White Monk level 7
79th Pyre 122nd year of Ascendancy at 19:01 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By we the Iwanabozu White Monk level 19
33rd Dusk 122nd year of Ascendancy at 15:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By we the Iwanabozu White Monk level 7
9th Flare 122nd year of Ascendancy at 11:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By we the Iwanabozu White Monk level 7
6th Mirth 122nd year of Ascendancy at 15:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By we the Iwanabozu White Monk level 7
6th Mirth 122nd year of Ascendancy at 15:11 see stats
Log
You gain 2.00 gold from the transmogrification of Icy Kill (35-45 power, 10 apr).
You gain 0.77 gold from the transmogrification of stormbringer's dwarven-steel dagger of massacre (26-34 power, 7 apr).
You gain 3.83 gold from the transmogrification of Aeraruildir the Phoenixstriker (15-19 power, 7 apr).
You gain 2.40 gold from the transmogrification of Winterquarry the voratun waraxe (40-56 power, 6 apr).
You gain 4.49 gold from the transmogrification of Glitterquarry the dwarven-steel waraxe (21-30 power, 4 apr).
You gain 3.80 gold from the transmogrification of stralite longsword 'Eremomnir' (47-65 power, 5 apr).
You gain 4.23 gold from the transmogrification of stralite longsword 'Boltbiter' (31-44 power, 5 apr).
You gain 0.29 gold from the transmogrification of stralite greatsword of sundering (50-80 power, 15 apr).
You gain 1.57 gold from the transmogrification of enhanced stralite greatsword of massacre (60-96 power, 3 apr).
You gain 0.37 gold from the transmogrification of electrified dwarven-steel greatsword of massacre (53-84 power, 2 apr).
You gain 1.95 gold from the transmogrification of dragonbone vilestaff 'Coalream' (30-36 power, 6 apr, physical element).
You gain 3.24 gold from the transmogrification of Torchrazor the dragonbone magestaff (30-36 power, 6 apr, fire element).
You gain 3.74 gold from the transmogrification of Belomachak the gold amulet.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a A mysterious hole in the beach here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Today is the 4th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:38.
There is a Small Village here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
Saving done.




































































































