Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 50 / 931% |
| Size | medium |
| Lifes / Deaths | Killed by Betarin the fire drake at level 50 on the 36th Dusk 125th year of Ascendancy at 09:23 / 1 |
Primary Stats
| Strength | 138 (base 66) |
| Dexterity | 102 (base 66) |
| Constitution | 72 (base 40) |
| Magic | 48 (base 10) |
| Willpower | 53 (base 20) |
| Cunning | 74 (base 56) |
Resources
| Life | 2012/2012 |
| Mana | 609/609 |
| Stamina | 354/354 |
| Positive | 197/197 |
| Healing Factor | 1.3842975206613 |
| Regeneration | 8.2002556342378 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 12 |
| See Stealth | 39.734942931501 |
| See Invisible | 39.734942931501 |
Offense: Mainhand
| Damage | 233 |
| Accuracy | 74 |
| Crit Chance | 29% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +30% |
Defense: Base
| Armour (hardiness) | 109.48474476716 (100%) |
| Defense | 52 |
| Ranged Defense | 57 |
| Fatigue | 46 |
| Physical Save | 70 |
| Spell Save | 78 |
| Mental Save | 56 |
Defense: Resistances
| All | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 43% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 44% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 101.20 to 303.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 567 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 413.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.80 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by naga myrmidon. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 2216. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 53 power out of 150/150) : Effective talent level: 4.0 Power cost: 53 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 24.79 cold damage and 28.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +30 (+8 eff.) Spell save: +30 (+6 eff.) Mental save: +30 (+9 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| On hands | voratun gauntlets 'Turytir' (0 def, 7 armour) voratun gauntlets 'Turytir' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 12 arcane / 10 nature Changes stats: +9 Mag / +8 Wil Changes resistances: +3% acid / +9% arcane / +9% nature Changes resistances penetration: +10% blight Changes damage: +11% nature / +3% blight Mental save: +7 (+3 eff.) Maximum life: +60.00 It can be used to activate talent Disperse Magic, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xemira [power 113] (10 cooldown) Xemira [power 113] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 12 acid Changes resistances: +12% acid / +6% light Changes resistances penetration: +10% acid Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike It can be used to disarm traps (113 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Manigoroddavon the Ravengash Manigoroddavon the RavengashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 darkness Changes stats: +1 Str Grants telepathy: All Reduces incoming crit damage: 15.00% Disarm immunity: +44% Pinning immunity: +43% Knockback immunity: +40% Psi when hit: +0.16 Maximum life: +41.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +1% Light radius: +3 Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +30 (+10 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +30% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
| Around waist | Gloramira GloramiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +8 Str / +8 Dex / +4 Mag / +5 Wil / +4 Cun / +2 Con Physical save: +12 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +14 (+5 eff.) Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block) The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +12% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
| Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 219.00 cold damage and condensing the air into freezing vapors that deal 73.00 cold damage (based on Magic) each turn for 10 turns, costing 20 power out of 13/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+4 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 10 power out of 15/15) : Effective talent level: 3.6 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: 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 64.55 physical damage and 124.62 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 15; power 49; dur 4) phase door rune of the duelist (range 15; power 49; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the duelist (range 17; power 56; dur 8) phase door rune of the duelist (range 17; power 56; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the titan (range 17; power 45; dur 5) phase door rune of the titan (range 17; power 45; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. 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 ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 16; power 49; dur 5) phase door rune of the warrior (range 16; power 49; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 16; power 46; dur 5) phase door rune of the warrior (range 16; power 46; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
acid wave rune of the duelist (321 acid damage; disarm 5 turns with power 66) acid wave rune of the duelist (321 acid damage; disarm 5 turns with power 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 321.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 66 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the titan (200 acid damage; disarm 5 turns with power 56) acid wave rune of the titan (200 acid damage; disarm 5 turns with power 56)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 200.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 56 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
acid wave rune of the titan (308 acid damage; disarm 5 turns with power 56) acid wave rune of the titan (308 acid damage; disarm 5 turns with power 56)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 308.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 56 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
biting gale rune of the warrior (239 cold damage; freeze 3 turns with power 76) biting gale rune of the warrior (239 cold damage; freeze 3 turns with power 76)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 238.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 76 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (300 fire damage) heat beam rune of the duelist (300 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 299.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune of the duelist (259 fire damage) heat beam rune of the duelist (259 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 258.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune of the warrior (328 fire damage) heat beam rune of the warrior (328 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 328.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune of the warrior (308 fire damage) heat beam rune of the warrior (308 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 308.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 719 for 6 turns) shielding rune of the duelist (absorb 719 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 719 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 547 for 6 turns) shielding rune of the titan (absorb 547 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 547 damage for 6 turns. 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 ability. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 571 for 7 turns) shielding rune of the warrior (absorb 571 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 571 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 158) teleportation rune of the warrior (range 158)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 199) teleportation rune of the warrior (range 199)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 199 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 187) teleportation rune of the warrior (range 187)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 187 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (362.00 temporal damage, removed from time 4 turns) Rune of the Rift (362.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 362.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 18 for 5 turns) invisibility rune of the duelist (power 18 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 15 for 9 turns) invisibility rune of the titan (power 15 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
invisibility rune of the titan (power 14 for 9 turns) invisibility rune of the titan (power 14 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
lightning rune of the duelist (506 lightning damage) lightning rune of the duelist (506 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 168.53 to 505.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
lightning rune of the duelist (434 lightning damage) lightning rune of the duelist (434 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 144.53 to 433.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
controlled phase door rune of the duelist (range 12) controlled phase door rune of the duelist (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 15) controlled phase door rune of the duelist (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 13) controlled phase door rune of the titan (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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 ability. |
controlled phase door rune of the titan (range 10) controlled phase door rune of the titan (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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 ability. |
controlled phase door rune of the titan (range 12) controlled phase door rune of the titan (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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 ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Unramahir UnramahirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +2 Wil / +4 Cun / +5 Con Changes resistances: +11% light / +11% darkness Blindness immunity: +22% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
restful steel amulet of strength (+2) restful steel amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Life regen: +0.90 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet 'Elenudugen' steel amulet 'Elenudugen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str / +5 Cun / +5 Con Changes resistances penetration: +15% physical Physical save: +9 (+2 eff.) Stamina each turn: +0.60 Maximum life: +60.00 Amulets can have magical properties. |
Darkmight the gold amulet Darkmight the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction Changes stats: +6 Cun Changes resistances: +20% darkness / +27% acid Changes resistances penetration: +20% acid Amulets can have magical properties. |
Demonsaw the gold amulet Demonsaw the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 nature Changes stats: +4 Str Changes resistances: +16% temporal Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +6% nature Pinning immunity: +28% Knockback immunity: +21% Life regen: +1.50 Amulets can have magical properties. |
Geba the gold amulet Geba the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Mag Spell save: +20 (+4 eff.) Blindness immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +15% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +34.00 Amulets can have magical properties. |
Lightzephyr LightzephyrInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes resistances: +15% blight / +13% nature / +12% light Changes resistances penetration: +5% acid Changes damage: +15% acid Poison immunity: +35% Disease immunity: +34% Amulets can have magical properties. |
Lisevena LisevenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 8 blight Changes stats: +12 Str / +11 Dex / +13 Wil / +3 Con Changes resistances: +16% temporal Physical save: +9 (+2 eff.) Pinning immunity: +22% Knockback immunity: +22% Maximum stamina: +10.00 Amulets can have magical properties. |
gold amulet 'Brenorevon' gold amulet 'Brenorevon'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +3 Con Changes resistances: +3% physical Blindness immunity: +25% Poison immunity: +0% Disarm immunity: +15% Amulets can have magical properties. |
gold amulet 'Eiliniramira' gold amulet 'Eiliniramira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Damage when hit (Melee): 20 mind Changes resistances: +2% physical Talent mastery: +0.22 Technique / Shield defense Critical mult.: +3.00% Amulets can have magical properties. |
gold amulet 'Naturewinter' gold amulet 'Naturewinter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 nature Changes stats: +7 Wil Changes resistances: +5% arcane / +20% nature Changes resistances penetration: +25% acid Changes damage: +18% nature Amulets can have magical properties. |
gold amulet of dexterity (+4) gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. |
gold amulet of magic (+4) gold amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +36% Amulets can have magical properties. |
insulating gold amulet of mastery (0.28 Technique / Conditioning) insulating gold amulet of mastery (0.28 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% fire / +13% cold Talent mastery: +0.28 Technique / Conditioning Amulets can have magical properties. |
restful gold amulet restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Life regen: +1.50 Amulets can have magical properties. |
stabilizing gold amulet of mastery (0.20 Cunning / Survival) stabilizing gold amulet of mastery (0.20 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% temporal Talent mastery: +0.20 Cunning / Survival Pinning immunity: +24% Knockback immunity: +31% Amulets can have magical properties. |
stabilizing gold amulet of strength (+5) stabilizing gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +18% temporal Pinning immunity: +26% Knockback immunity: +28% Amulets can have magical properties. |
Alerand the Nimbusmoon Alerand the NimbusmoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 acid / 8 lightning Changes resistances: +26% lightning / +30% acid Changes resistances penetration: +20% lightning / +15% acid Changes damage: +18% lightning Stun/Freeze immunity: +44% Amulets can have magical properties. |
Bybers the stralite amulet Bybers the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +2 Wil Changes resistances: +6% arcane Grants telepathy: All Light radius: +3 See invisible: +12 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets can have magical properties. |
Glarewedge GlarewedgeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Damage when hit (Melee): 8 arcane Changes resistances: +12% light / +13% physical Changes resistances penetration: +25% acid / +15% light Changes damage: +6% light Stamina each turn: +0.90 Light radius: +2 Amulets can have magical properties. |
Kindlebore KindleborePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 light Changes resistances: +20% darkness Changes resistances penetration: +25% light Teleport immunity: +50% It can be used to teleport you randomly (rad 53), putting all charms on cooldown for 10 turns. Amulets can have magical properties. |
Kindlepiety the stralite amulet Kindlepiety the stralite amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light / 8 temporal Changes stats: +5 Wil Changes resistances: +12% temporal Changes resistances penetration: +25% light / +15% temporal Changes damage: +9% light Mental save: +10 (+4 eff.) Confusion immunity: +21% Mindpower: +13 (+5 eff.) Amulets can have magical properties. |
Lelilar the stralite amulet Lelilar the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -17% Damage when hit (Melee): 20 blight Changes stats: +3 Str / +4 Wil Changes resistances: +6% blight Life regen: +3.80 Light radius: +3 Infravision radius: +3 Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 20 power out of 60/60) : Effective talent level: 3.0 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Polynne the Arcpall Polynne the ArcpallCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 35% chance to blind * 35% chance to daze at end of turn Changes resistances: +6% lightning / +12% light / +6% mind Changes resistances penetration: +10% light / +20% mind Changes damage: +6% lightning Talent masteries: +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons Light radius: +3 Amulets can have magical properties. |
Shinemalice ShinemaliceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +5 Lck / +3 Wil Changes resistances: +12% light Changes damage: +9% darkness Talent mastery: +0.34 Technique / Combat techniques Light radius: +2 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Undeathlace the stralite amulet Undeathlace the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature / 16 temporal Changes stats: +9 Con Changes resistances: +9% nature Changes resistances penetration: +10% temporal Changes damage: +3% temporal Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xeda the Heatrace Xeda the HeatraceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Dex / +3 Con Changes resistances: +12% temporal / +3% fire Changes resistances penetration: +10% temporal Physical save: +9 (+2 eff.) Blindness immunity: +30% Life regen: +2.20 Maximum life: +53.00 Infravision radius: +5 Sight radius: +2 See invisible: +11 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Ce'Nerath' stralite amulet 'Ce'Nerath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 24 blight Changes stats: +3 Wil Changes resistances: +23% fire / +26% cold Pinning immunity: +25% Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -100.00 life Spell crit. chance: +4% Damage Shield penetration: +40% Amulets can have magical properties. |
stralite amulet 'Glatira' stralite amulet 'Glatira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -10% Changes stats: +10 Str / +5 Mag / +7 Wil / +4 Cun Infravision radius: +3 Amulets can have magical properties. |
stralite amulet 'Nydin' stralite amulet 'Nydin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +4 Dex / +3 Wil Changes resistances: +9% temporal Changes damage: +12% temporal Critical mult.: +18.00% Light radius: +3 Infravision radius: +3 Amulets can have magical properties. |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 13% chance to blind Changes damage: +10% light / +9% darkness Amulets can have magical properties. |
Brightstalker the voratun amulet Brightstalker the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 16 fire Changes resistances penetration: +20% fire Mental save: +30 (+9 eff.) Stun/Freeze immunity: +25% Teleport immunity: +25% Life regen: +3.30 Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 6.4 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 398.29 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lisilraldamina LisilraldaminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +10 Changes stats: +10 Con / +5 Mag Changes damage: +9% physical Life regen: +0.60 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +58.00 Amulets can have magical properties. |
Mechak the voratun amulet Mechak the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +10 Cun / +9 Dex Changes resistances: +2% physical / +35% fire / +3% mind / +30% cold Poison immunity: +5% Cut immunity: +5% Confusion immunity: +15% Knockback immunity: +15% Amulets can have magical properties. |
Yarythel the voratun amulet Yarythel the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +9 Str / +8 Dex / +9 Wil / +2 Cun / +4 Con Critical mult.: +19.00% Physical save: +19 (+5 eff.) Spell save: +20 (+4 eff.) Life regen: +1.80 Maximum life: +49.00 Maximum mana: +20.00 Maximum hate: +4.00 Mindpower: +8 (+3 eff.) Amulets can have magical properties. |
clarifying voratun amulet of constitution (+8) clarifying voratun amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +27% mind Confusion immunity: +38% Amulets can have magical properties. |
clarifying voratun amulet of mastery (0.35 Technique / Conditioning) clarifying voratun amulet of mastery (0.35 Technique / Conditioning)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% mind Talent mastery: +0.35 Technique / Conditioning Confusion immunity: +38% Amulets can have magical properties. |
enraging voratun amulet enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
grounding voratun amulet grounding voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% lightning Stun/Freeze immunity: +38% Amulets can have magical properties. |
starseer's voratun amulet of teleportation starseer's voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes damage: +6% darkness / +7% temporal / +7% light / +6% physical Teleport immunity: +50% Spellpower: +6 (+2 eff.) Spell crit. chance: +5% It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 10 turns. Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Dimquench' voratun amulet 'Dimquench'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 darkness Changes stats: +8 Dex / +6 Wil / +9 Cun / +8 Con Changes resistances: +9% darkness / +12% physical Mental save: +14 (+5 eff.) Confusion immunity: +20% Life regen: +1.00 Stamina each turn: +2.10 Maximum psi: +20.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +7% Movement speed: +10% Amulets can have magical properties. |
voratun amulet 'Eilinuldatta' voratun amulet 'Eilinuldatta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Dex / +13 Mag / +3 Wil Changes damage: +9% mind Damage Shield penetration: +62% Amulets can have magical properties. |
voratun amulet 'Murkbrand' voratun amulet 'Murkbrand'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 8 darkness Changes stats: +6 Mag Changes damage: +29% acid / +31% darkness / +8% fire / +8% lightning / +7% cold Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
voratun amulet 'Strikevault' voratun amulet 'Strikevault'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 lightning / 16 mind Changes stats: +10 Dex / +10 Cun / +8 Con Changes resistances: +9% blight Changes resistances penetration: +26% lightning / +15% mind / +25% blight Changes damage: +12% blight / +30% mind Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
voratun amulet of perfection (0.40 Technique / Shield offense,0.40 Cunning / Survival) voratun amulet of perfection (0.40 Technique / Shield offense,0.40 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Technique / Shield offense +0.40 Cunning / Survival Amulets can have magical properties. |
warrior's voratun amulet of dexterity (+7) warrior's voratun amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex Changes resistances: +12% physical Stamina each turn: +0.70 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Betonne the Sunstone Betonne the SunstoneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +22% nature Changes resistances penetration: +20% acid Changes damage: +11% nature / +3% acid Light radius: +3 Rings can have magical properties. |
Urugund the copper ring Urugund the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Con Stun/Freeze immunity: +22% Life regen: +1.10 Only die when reaching: -60.00 life Maximum life: +10.00 Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
mule's copper ring of clarity mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
psionicist's copper ring of arcana(+0.11/turn) psionicist's copper ring of arcana(+0.11/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Bethabrena BethabrenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +28% light / +5% arcane Changes resistances penetration: +20% mind Changes damage: +14% light / +9% mind Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Maximum psi: +30.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Duathelpyre the steel ring Duathelpyre the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +12% blight / +9% acid / +12% nature / +9% darkness Spell save: +9 (+2 eff.) Rings can have magical properties. |
Elenizor the Heatwind Elenizor the HeatwindCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +12% light / +27% fire Changes resistances penetration: +15% light / +10% fire Changes damage: +9% fire Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Rings can have magical properties. |
Flashtrail FlashtrailInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% acid Changes resistances penetration: +10% lightning / +25% darkness Changes damage: +14% acid / +18% darkness / +30% lightning Rings can have magical properties. |
Glenor the Moldraven Glenor the MoldravenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 nature Changes resistances: +9% nature Changes damage: +6% nature Mental save: +7 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
Ivesetta IvesettaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +8 Dex / +3 Wil / +2 Cun Grants telepathy: Humanoid/Orc Spellpower: +9 (+3 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Silumira the steel ring Silumira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% acid / +4% physical / +6% darkness / +12% lightning Disease immunity: +15% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.03 cold and 17.28 physical damage (based on Willpower) each turn and knocking opponents back, costing 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Changes stats: +3 Dex Changes resistances: +7% nature / +7% blight Changes damage: +5% all Physical save: +20 (+5 eff.) Poison immunity: +13% Disease immunity: +14% Confusion immunity: +5% Knockback immunity: +10% Life regen: +0.60 Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of nature (+24%) marksman's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of fire (+24%) steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +22% Infravision radius: +4 See stealth: +6 See invisible: +10 Rings can have magical properties. |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
Berumakor the Carrionsteel Berumakor the CarrionsteelInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +6% fire / +6% cold Changes damage: +6% nature Spell save: +9 (+2 eff.) Mental save: +11 (+4 eff.) Poison immunity: +25% Disarm immunity: +35% Confusion immunity: +31% Stun/Freeze immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Glyth GlythInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Dex / +3 Cun / +3 Con Changes resistances: +28% cold Changes damage: +14% cold Reduces incoming crit damage: 15.00% Life regen: +0.70 Hate when firing a critical mind attack: +2.00 Maximum life: +65.00 Maximum hate: +7.00 Light radius: +2 Healing mod.: +16% It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Poruyanne the gold ring Poruyanne the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Wil Changes resistances: +18% nature Physical save: +9 (+2 eff.) Mental save: +12 (+4 eff.) Disease immunity: +25% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
Shadowpiety ShadowpietyInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes stats: +7 Con Changes resistances: +15% darkness Changes resistances penetration: +10% nature Changes damage: +12% nature / +12% darkness Physical save: +14 (+4 eff.) Rings can have magical properties. |
Umbrawither UmbrawitherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +6 Cun / +4 Wil Changes resistances: +12% darkness Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +8 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
Xanuwe the gold ring Xanuwe the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +11 (+2 eff.) Armour: +20 Maximum life: +40.00 Maximum stamina: +45.00 Spellpower: +9 (+3 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +32.00 Rings can have magical properties. |
marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +34.00 Rings can have magical properties. |
psionicist's gold ring of speed psionicist's gold ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +2 Wil Mental save: +4 (+2 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 4.8 Power cost: 27 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 44% for 5 turns. Rings can have magical properties. |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+5 eff.) Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +28% Maximum life: +35.00 Rings can have magical properties. |
sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +30% Maximum life: +25.00 Mindpower: +7 (+3 eff.) Rings can have magical properties. |
titan's gold ring of power titan's gold ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Physical save: +10 (+3 eff.) Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ring of the Archlich 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 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Scorchwalker ScorchwalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +18 (+3 eff.) Fatigue: -6% Changes stats: +19 Str / +4 Wil / +12 Con Changes resistances: +28% nature / +9% fire Changes damage: +14% nature Rings can have magical properties. |
Umbraarc UmbraarcPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +17% blight / +6% darkness Changes resistances penetration: +25% nature Changes damage: +17% blight / +6% nature / +24% darkness Rings can have magical properties. |
Voruvena VoruvenaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str Changes resistances: +36% lightning Changes damage: +18% lightning Critical mult.: +15.00% Physical save: +20 (+5 eff.) Life regen: +1.00 Rings can have magical properties. |
savior's stralite ring of clarity savior's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +19 (+6 eff.) Confusion immunity: +33% Rings can have magical properties. |
savior's stralite ring of sensing savior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +38% Infravision radius: +4 See stealth: +14 See invisible: +12 Rings can have magical properties. |
sneakthief's stralite ring of misery sneakthief's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +14 Cun / +7 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 5.2 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Beloregolin' stralite ring 'Beloregolin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Cun / +4 Wil Mental save: +15 (+5 eff.) Blindness immunity: +43% Equilibrium when hit: +0.12 Maximum hate: +8.00 Mental crit. chance: +3% Infravision radius: +6 See stealth: +17 See invisible: +21 Rings can have magical properties. |
titan's stralite ring of fire (+28%) titan's stralite ring of fire (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +28% fire Changes damage: +14% fire Physical save: +10 (+3 eff.) Rings can have magical properties. |
wizard's stralite ring of frost (+28%) wizard's stralite ring of frost (+28%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +28% cold Changes damage: +14% cold Spell save: +14 (+3 eff.) Rings can have magical properties. |
wizard's stralite ring of perseverance wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +2.60 Rings can have magical properties. |
Cuthefast the Arcwind Cuthefast the ArcwindInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances: +3% blight / +15% cold Changes damage: +3% lightning Spell save: +6 (+1 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +36% Rings can have magical properties. |
Ebonyraider EbonyraiderCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 darkness Changes stats: +10 Dex / +7 Wil / +16 Cun Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +10% fire Maximum encumbrance: +31 Spell save: +12 (+3 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 79.20 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 21 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Galewind the voratun ring Galewind the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Str / +6 Wil / +4 Con Changes resistances penetration: +15% lightning Light radius: +3 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 147.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zubaminne the Singewell Zubaminne the SingewellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +10 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +34% fire Changes resistances penetration: +25% lightning / +15% fire Changes damage: +44% fire Life regen: +1.00 Maximum life: +96.00 Movement speed: +19% Healing mod.: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 4.8 Power cost: 27 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 44% for 5 turns. Rings can have magical properties. |
mule's voratun ring of corrosion (+34%) mule's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -6% Changes resistances: +34% acid Changes damage: +17% acid Maximum encumbrance: +39 Rings can have magical properties. |
painweaver's voratun ring of warding painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +27% acid / +21% fire / +25% lightning / +22% cold Changes damage: +7% all Spellpower: +12 (+4 eff.) Mindpower: +16 (+6 eff.) Rings can have magical properties. |
painweaver's voratun ring of warding painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes resistances: +20% acid / +23% fire / +18% lightning / +23% cold Changes damage: +6% all Spellpower: +16 (+5 eff.) Mindpower: +13 (+5 eff.) Rings can have magical properties. |
rogue's voratun ring of perseverance rogue's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Changes stats: +8 Cun Stun/Freeze immunity: +38% Life regen: +4.30 Rings can have magical properties. |
savage's voratun ring of blinding strikes savage's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 34% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 34% chance to blind Damage (Ranged): 50 light Changes stats: +5 Con Spell save: +16 (+3 eff.) Maximum stamina: +32.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Dazzlesever' voratun ring 'Dazzlesever'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +13 Mag / +5 Cun / +1 Con Changes resistances penetration: +10% arcane Changes damage: +24% arcane / +12% light Spell save: +30 (+6 eff.) Maximum stamina: +26.00 Spellpower: +11 (+3 eff.) Rings can have magical properties. |
voratun ring 'Lisydhevena' voratun ring 'Lisydhevena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Armour: +8 Defense: +17 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature / +12% blight Blindness immunity: +5% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Dourknave (30-36 power, 6 apr, darkness element)Dourknave (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to inflict 15% damage reduction * 60% chance to corrode armour by 30% Damage (Melee): +8 acid / +12 darkness Burst (radius 1) on hit: +12 acid When wielded/worn: Changes resistances: +6% lightning / +12% fire / +6% darkness Changes resistances penetration: +15% darkness / +39% fire Changes damage: +30% darkness / +21% acid Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Carrionsin' (69.5-104.25 power, 4 apr)voratun greatmaul 'Carrionsin' (69.5-104.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +23 lightning When wielded/worn: Changes stats: +5 Wil / +6 Mag Changes resistances penetration: +20% arcane / +20% acid Changes damage: +9% acid / +9% nature / +6% blight Spell save: +59 (+12 eff.) Mana each turn: +0.12 Spell crit. chance: +3% Massive two-handed mauls. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +26.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +40.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 14 power out of 20/20) : Effective talent level: 5.2 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +0 light / +0 fire Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light / +0% fire Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 171.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 23 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Radhayavon the voratun longsword (43-60.2 power, 6 apr) Radhayavon the voratun longsword (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +18 lightning When wielded/worn: Physical crit. chance: +27.0% Changes stats: +3 Mag Changes resistances: +6% blight Changes resistances penetration: +15% blight Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Sharp, long, and deadly. |
voratun longsword 'Hellshash' (44.5-62.3 power, 6 apr) voratun longsword 'Hellshash' (44.5-62.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +4 lightning / +12 temporal / +4 fire / +6 nature Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Changes resistances penetration: +10% blight / +20% physical / +5% fire Changes damage: +11% physical Sharp, long, and deadly. |
Arytira the Daytrail (40-56 power, 6 apr) Arytira the Daytrail (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion * 25% chance to put talents on cooldown Damage (Melee): +15 lightning / +8 mind When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% light Changes resistances penetration: +14% acid / +14% fire / +17% lightning / +14% cold Light radius: +3 One-handed war axes. |
Shocksorrow the voratun waraxe (40-56 power, 6 apr) Shocksorrow the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +14 blight / +15 light / +16 lightning Damage against: +25% Undead When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +2 Cun Grants telepathy: Dragon Disease immunity: +27% One-handed war axes. |
Stormparry the voratun waraxe (55-77 power, 6 apr) Stormparry the voratun waraxe (55-77 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 2) on crit: +20 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% mind Changes resistances penetration: +30% acid / +28% fire / +26% lightning / +32% cold Changes damage: +6% lightning One-handed war axes. |
voratun waraxe 'Elomina' (38-53.2 power, 6 apr) voratun waraxe 'Elomina' (38-53.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 30% chance to disease On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +29 blight When wielded/worn: Armour penetration: +13 Physical crit. chance: +28.0% Changes resistances penetration: +25% physical Critical mult.: +18.00% Physical save: +29 (+7 eff.) One-handed war axes. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Lisubreta (12 def, 3 armour, 81.5-97.8 power, 190.5 block) Lisubreta (12 def, 3 armour, 81.5-97.8 power, 190.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.5 - 97.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +190 On weapon hit: * 20% chance to cause random gloom On weapon crit: * smash the target with your shield crippling them Burst (radius 2) on crit: +16 acid When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Changes resistances: +13% acid / +19% temporal / +13% fire / +13% cold / +13% lightning Changes resistances penetration: +5% acid Changes damage: +6% acid Talent granted: +5 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 49.87 to 62.33 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+4 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+6 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+4 eff.) Life regen: +0.00 Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 33 power out of 80/80) : Effective talent level: 3.0 Power cost: 33 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 27.89 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Camydunarim CamydunarimInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 12 physical Changes stats: +8 Str / +7 Dex / +4 Wil / +9 Cun / +3 Con / +6 Lck Critical mult.: +6.00% Trap disarming bonus: +10 Stealth bonus: +8 Physical save: +13 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +22 (+7 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +4 Healing mod.: +10% A belt that goes around your waist. |
hardened leather belt 'Velonn' hardened leather belt 'Velonn'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Fatigue: -6% Changes stats: +5 Mag / +7 Wil Reduced damage from: +23% Summoned Maximum encumbrance: +32 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Arolle the drakeskin leather belt Arolle the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +6 Wil / +4 Mag Changes resistances penetration: +15% blight / +15% arcane Changes damage: +15% blight Maximum encumbrance: +60 Spell crit. chance: +3% A belt that goes around your waist. |
Yvelrakira the Healshine Yvelrakira the HealshineInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Cun / +4 Dex Changes resistances: +3% nature / +12% light Changes resistances penetration: +5% nature / +10% light Changes damage: +6% light / +6% nature Critical mult.: +14.00% Maximum life: +70.00 Mental crit. chance: +11% A belt that goes around your waist. |
drakeskin leather belt 'Salywen' drakeskin leather belt 'Salywen'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 mind Changes resistances: +15% lightning / +26% temporal / +6% acid / +6% fire Blindness immunity: +15% Silence immunity: +10% Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +25% A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 7 power out of 25/25) : Effective talent level: 3.0 Power cost: 7 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 46 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+4 eff.) Hate per kill: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 12 power out of 18/18) : Effective talent level: 4.0 Power cost: 12 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 33.91 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Singekill (3 def, 9 armour) Singekill (3 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Changes stats: +1 Mag / +8 Wil / +8 Cun Changes resistances: +6% blight / +6% fire / +18% cold Spell save: +3 (+1 eff.) Maximum mana: +40.00 Maximum vim: +10.00 Spell crit. chance: +2% Mental crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 33 power out of 50/50) : Effective talent level: 0.8 Power cost: 33 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
shadow elven-silk cloak of the guardian (10 def, 7 armour) shadow elven-silk cloak of the guardian (10 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Changes resistances: +20% darkness Changes resistances penetration: +17% darkness Changes damage: +24% darkness Stealth bonus: +7 Physical save: +18 (+5 eff.) Spell save: +23 (+5 eff.) Mental save: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 16 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Glowblood the pair of drakeskin leather boots (0 def, 5 armour) Glowblood the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +11 Lck / +6 Dex Changes resistances: +8% fire / +15% light / +15% cold Stealth bonus: +12 Spellpower: +5 (+1 eff.) Light radius: +1 A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+3 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 12 (based on Magic), costing 15 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Willowjam the pair of drakeskin leather boots (3 def, 5 armour) Willowjam the pair of drakeskin leather boots (3 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +2 Dex / +5 Wil / +6 Con Changes resistances: +14% lightning / +12% temporal Changes resistances penetration: +10% nature / +10% physical Critical mult.: +6.00% Physical save: +31 (+8 eff.) Life regen: +3.70 Mindpower: +4 (+2 eff.) Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 21 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
drakeskin leather gloves 'Koruhor' (0 def, 3 armour) drakeskin leather gloves 'Koruhor' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -8% Damage (Melee): 13 fire Changes stats: +4 Str / +5 Wil / +9 Con Changes resistances: +9% fire Changes damage: +9% blight / +10% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +37% Life regen: +3.10 Stamina each turn: +1.00 Psi each turn: +0.32 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 14 power out of 30/30) : Effective talent level: 4.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 78.50 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 144.00 arcane damage and stunned), costing 66 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent 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 Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 17 power out of 25/25) : Effective talent level: 3.6 Power cost: 17 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 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. 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. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 20 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
11 agate 11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
6 aquamarine 6 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. |
6 opal 6 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 onyx 11 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 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. |
8 garnet 8 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. |
9 quartz 9 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby 10 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. |
5 amber 5 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. |
17 bloodstone 17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 diamond 18 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 moonstone 19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl 15 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2706 alchemist agate 2706 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
60 alchemist bloodstone 60 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (110 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 66 power out of 100/100. The very essence of bearness! |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 53 power out of 52/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Isugabeth (dig speed 24 turns) Isugabeth (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +2 Dex Changes damage: +6% physical Only die when reaching: -60.00 life Maximum life: +20.00 Infravision radius: +3 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xovea (dig speed 23 turns) Xovea (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Physical power: +20 (+3 eff.) Changes stats: +2 Str Physical save: +15 (+4 eff.) Infravision radius: +3 Healing mod.: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 235.80 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 12 power out of 35/35) : Effective talent level: 2.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 10 power out of 25/25) : Effective talent level: 5.0 Power cost: 10 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 396.00 fire damage (based on Magic), costing 33 power out of 57/75. 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) 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, costing 133 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 435.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Amylekan the iron torque of clear mind [power 1] (7 cooldown) Amylekan the iron torque of clear mind [power 1] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% mind Grants telepathy: Dragon Critical mult.: +5.00% Heals friendly targets nearby when you use a nature summon: +20 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Cuthaleg' [power 91] (14 cooldown) stralite torque of kinetic psionic shield 'Cuthaleg' [power 91] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% arcane / +1% physical Changes damage: +6% arcane Talent granted: +3 Telekinetic Blast Life regen: +0.80 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 6 psi. 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Khelylehor the voratun torque of charged psionic shield [power 121] (14 cooldown) Khelylehor the voratun torque of charged psionic shield [power 121] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 physical Maximum wards: +5 physical / +7 mind / +6 darkness Talent granted: +2 Ward Mental save: +33 (+9 eff.) Maximum stamina: +10.00 Mindpower: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 121 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Lustrevile' [power 31] (14 cooldown) ash totem of thorny skin 'Lustrevile' [power 31] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +5 Cun Changes resistances penetration: +10% mind Changes damage: +9% light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +6 (+2 eff.) Maximum psi: +40.00 Mental crit. chance: +8% It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Durelarin the Demonspire [power 2] (7 cooldown) Durelarin the Demonspire [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes resistances: +3% acid / +3% darkness Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Gykira' [power 2] (7 cooldown) yew totem of cure ailments 'Gykira' [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +5% arcane / +9% lightning Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +2 Lay Web It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 23 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
ash wand of clairvoyance 'Rhydar' [power 10] (4 cooldown) ash wand of clairvoyance 'Rhydar' [power 10] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +5% arcane Physical save: +18 (+5 eff.) Mental save: +6 (+2 eff.) Knockback immunity: +15% Equilibrium when hit: +0.20 Heals friendly targets nearby when you use a nature summon: +30 It can be used to reveal the area around you, dispelling darkness (radius 10, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Splendourspawn the elven-wood wand of conjuration [power 409] (7 cooldown) Splendourspawn the elven-wood wand of conjuration [power 409] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +6 Changes resistances: +2% physical Changes resistances penetration: +20% light Changes damage: +18% physical Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum vim: +17.00 It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 148.00 temporal and 185.00 darkness damage (based on Magic), costing 14 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rattle Me BONES! the Skeleton Bulwark level 36
2nd Decay 123rd year of Ascendancy at 17:49 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rattle Me BONES! the Skeleton Bulwark level 27
60th Regrowth 123rd year of Ascendancy at 18:36 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rattle Me BONES! the Skeleton Bulwark level 36
32nd Dusk 123rd year of Ascendancy at 07:40 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Rattle Me BONES! the Skeleton Bulwark level 40
11st Regrowth 124th year of Ascendancy at 22:31 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rattle Me BONES! the Skeleton Bulwark level 41
50th Regrowth 124th year of Ascendancy at 04:05 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rattle Me BONES! the Skeleton Bulwark level 50
16th Dusk 125th year of Ascendancy at 11:29 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rattle Me BONES! the Skeleton Bulwark level 39
7th Regrowth 124th year of Ascendancy at 01:23 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rattle Me BONES! the Skeleton Bulwark level 26
33rd Regrowth 123rd year of Ascendancy at 03:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rattle Me BONES! the Skeleton Bulwark level 21
15th Haze 122nd year of Ascendancy at 12:47 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Rattle Me BONES! the Skeleton Bulwark level 50
72nd Haze 124th year of Ascendancy at 12:52 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Rattle Me BONES! the Skeleton Bulwark level 44
7th Dusk 124th year of Ascendancy at 02:41 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rattle Me BONES! the Skeleton Bulwark level 38
10th Allure 124th year of Ascendancy at 11:10 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rattle Me BONES! the Skeleton Bulwark level 31
3rd Dusk 123rd year of Ascendancy at 08:34 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Rattle Me BONES! the Skeleton Bulwark level 23
18th Regrowth 123rd year of Ascendancy at 23:58 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rattle Me BONES! the Skeleton Bulwark level 19
65th Dusk 122nd year of Ascendancy at 22:17 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rattle Me BONES! the Skeleton Bulwark level 27
68th Regrowth 123rd year of Ascendancy at 19:47 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Rattle Me BONES! the Skeleton Bulwark level 21
15th Haze 122nd year of Ascendancy at 12:47 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Rattle Me BONES! the Skeleton Bulwark level 26
42nd Regrowth 123rd year of Ascendancy at 18:55 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Rattle Me BONES! the Skeleton Bulwark level 50
32nd Dusk 125th year of Ascendancy at 04:38 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Rattle Me BONES! the Skeleton Bulwark level 45
7th Dusk 124th year of Ascendancy at 10:28 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Rattle Me BONES! the Skeleton Bulwark level 50
78th Haze 124th year of Ascendancy at 06:50 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rattle Me BONES! the Skeleton Bulwark level 27
60th Regrowth 123rd year of Ascendancy at 20:46 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rattle Me BONES! the Skeleton Bulwark level 50
32nd Haze 124th year of Ascendancy at 18:15 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Rattle Me BONES! the Skeleton Bulwark level 50
80th Haze 124th year of Ascendancy at 11:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rattle Me BONES! the Skeleton Bulwark level 10
3rd Flare 122nd year of Ascendancy at 20:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rattle Me BONES! the Skeleton Bulwark level 20
77th Dusk 122nd year of Ascendancy at 10:20 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rattle Me BONES! the Skeleton Bulwark level 30
36th Pyre 123rd year of Ascendancy at 01:16 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rattle Me BONES! the Skeleton Bulwark level 40
9th Regrowth 124th year of Ascendancy at 18:38 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rattle Me BONES! the Skeleton Bulwark level 50
28th Haze 124th year of Ascendancy at 18:56 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Rattle Me BONES! the Skeleton Bulwark level 50
28th Haze 124th year of Ascendancy at 19:56 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Rattle Me BONES! the Skeleton Bulwark level 50
55th Haze 124th year of Ascendancy at 06:16 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rattle Me BONES! the Skeleton Bulwark level 50
4th Decay 124th year of Ascendancy at 06:52 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rattle Me BONES! the Skeleton Bulwark level 21
50th Haze 122nd year of Ascendancy at 21:45 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rattle Me BONES! the Skeleton Bulwark level 26
42nd Regrowth 123rd year of Ascendancy at 01:50 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rattle Me BONES! the Skeleton Bulwark level 44
7th Dusk 124th year of Ascendancy at 01:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rattle Me BONES! the Skeleton Bulwark level 18
65th Dusk 122nd year of Ascendancy at 08:10 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rattle Me BONES! the Skeleton Bulwark level 38
1st Regrowth 124th year of Ascendancy at 09:23 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Rattle Me BONES! the Skeleton Bulwark level 27
60th Regrowth 123rd year of Ascendancy at 18:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Rattle Me BONES! the Skeleton Bulwark level 50
36th Dusk 125th year of Ascendancy at 09:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rattle Me BONES! the Skeleton Bulwark level 6
9th Mirth 122nd year of Ascendancy at 02:30 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rattle Me BONES! the Skeleton Bulwark level 27
60th Regrowth 123rd year of Ascendancy at 18:36 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Rattle Me BONES! the Skeleton Bulwark level 28
70th Regrowth 123rd year of Ascendancy at 08:44 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rattle Me BONES! the Skeleton Bulwark level 46
23rd Dusk 124th year of Ascendancy at 22:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rattle Me BONES! the Skeleton Bulwark level 10
5th Flare 122nd year of Ascendancy at 15:48 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rattle Me BONES! the Skeleton Bulwark level 42
2nd Pyre 124th year of Ascendancy at 22:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rattle Me BONES! the Skeleton Bulwark level 20
77th Dusk 122nd year of Ascendancy at 18:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rattle Me BONES! the Skeleton Bulwark level 13
7th Dusk 122nd year of Ascendancy at 19:07 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Rattle Me BONES! the Skeleton Bulwark level 50
36th Dusk 125th year of Ascendancy at 09:23 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rattle Me BONES! the Skeleton Bulwark level 35
26th Dusk 123rd year of Ascendancy at 23:53 see stats
Log
Rattle Me BONES! prepares for the next kill!.
Weaver matriarch resists!
Cyrolemina the fire drake hatchling hits Weaver matriarch for damage.
Rattle Me BONES! resists!
Cyrolemina the fire drake hatchling hits Rattle Me BONES! for damage.
Cyrolemina the fire drake hatchling uses Disengage.
Betarin the fire drake rushes out!
Saving game...
Rattle Me BONES! is dazed!
Rattle Me BONES! hits Betarin the fire drake for 18 darkness, 35 cold, 11 acid (64 total damage).
Betarin the fire drake hits Rattle Me BONES! for 134 physical damage.
Rattle Me BONES! the level 50 skeleton bulwark was skewered to death by Betarin the fire drake on level 1 of Intimidating Cave.
Betarin the fire drake killed Rattle Me BONES!!
Your bones magically knit back together. You are once more able to dish out pain to your foes!
Rattle Me BONES! is not dazed anymore.
Rattle Me BONES! deactivates Last Stand.
Rattle Me BONES! slows down.
Rattle Me BONES! deactivates Chant of Fortress.
Rattle Me BONES! deactivates Shield Wall.
The illusion covering Rattle Me BONES! disappears.
Rattle Me BONES! deactivates Precise Strikes.
Personal New Achievement: Unstoppable (Insane (Roguelike) difficulty)!
Saving done.
Weaver matriarch speeds up.
Weaver matriarch is fully armored again.
The fabric of spacetime around Weaver matriarch has returned to normal.
Weaver matriarch is moving less freely.
Weaver matriarch rearms.
Weaver matriarch stops spinning fate.
Weaver matriarch stops burning.
